Debauchery is a sort of Victorian-era Half-Life 2 mod, featuring fast-paced realistic combat with interesting antique weapons. Updated. Development is going along steadily with three programmers, four mappers, three other artists, and a few testers/sound guys. These are the weapons I've modeled.
http://www.medalofhonor.com/blog/2010/05/world-wide-trailer-debut So this is looking really authentic. I hope they stick with this kind of serious, realistic drama and avoid the class "one dude saves the world with his M4" approach. I'm excited for this one I think! :)
Agree. As for in the real-life photo, that realistic look may be achieved placing some tenuous (area or point) lights with cold colors (better if a gradient of green for the outside and blue for the inside) imbetween the shelves. Currently there is the usual tonalism of synth lights.
Hi, I also do wonder about how 3d scanning hasn't made modelers/texturing artists dealing with realistic humans redundant. What are the exact reasons that there is still a need for sculptors while creating digital doubles? Thanks.
I like those horizontal lines as a scratch detail but realistically, I don't think they'd go around the surface of the curve. Likely they'd cut into the apex of the curve to a specific depth, yah? Unless it was a molding thing on the actual part.
I've been working on Tootie for Retrogasm 2019. Posting all the wips so far. Spent most of my time dancing with her proportions. Tried to stay close to the original shapes, but also make things a little more realistic.
There's an antialiasing blurriness on some parts that make it looks like an upscaled jpgish picture. I think it woud benefit of beeing sharper imo. I like the atmosphere tho, and there's definitly something nice to be done with pixel art and realistic lighting.
Back to share a new wip i m currently working on, something different than my usual work, a realistic game ready model of a riot police officer. Working on detailling the cloth and armor. The shoes are still very wip.
Keep the same seam under the pipe and just use the relax tool. Should just pull the pipe into a much more realistic shape, at the cost of being harder to texture. Probably the relax by face angles or whatever option. Is that Max, Maya...?
For a start you are doing good, but would be better if you show what references you are using and if is going to be a realistic or stylized character. Also always shape the head, even if is a simple form, because the measures of the head will be used for the rest of the body