Damn! You've been giving me great crits, and I didn't even take the effort to see if you participated. Sorry for being such a deuce :) Anyways... I'd like to tell you my opinion on this image. First of all; great colors, I really like her face, since it actually has personality. Not a common thing in stylized art these…
Hey guys, Wow, thank you for all of the feedback. Really honest and straight to the point. That's exactly what I was looking for. I've taken your comments and made some changes already like: - Only including what I consider my best stuff (newest stuff I've worked on) - Taken my demo reel down. Once I get another few strong…
Ammo Boxes I got around to making a few variants of the ammo boxes and baking a normal map for them. The front pieces and the handles still have topology as I felt like they didn't look right when they were normal mapped on. The topology of the face pieces has also been optimized, I think that's as optimized as I can get…
ok not bad I will give you some honest crits since im a BIG warhammer fan and know alot of the Fluff of the universe 1: Is he belong to any specific chapter?(scratch this I noticed the emblem of ultra marines on his back as I wrote this) 2: Is he a "fresh marine?" Reason I ask this, hes REALLY clean ,armor is perfect, face…
Hi! I'm a beginner too, but i have something to say. First of all you need to look at low poly. This will make you understand what can it be 1) only 700 tris, and it's divine http://3.bp.blogspot.com/-o8H5QynvL2o/USlvJTh8QdI/AAAAAAAABKg/oqkB9WQIKpk/s1600/Cherry_Darling_final.jpg 2) Insane 2000 tris!!!…
ya i use 2 main scripts with my lowpoly the first is for make all my UV edges hard string $objList[] = `ls -sl -o`;string $uvBorder[];string $edgeUVs[];string $finalBorder[];for ($subObj in $objList) {select -r $subObj;polyNormalPerVertex -ufn true;polySoftEdge -a 180 -ch 1 $subObj;select -r…
Well just about all of the textures used for this are tiling textures, so it seems to be just different shaders applied to different faces. If you bring this into UDK, you can apply whatever you want to a particular slot different style of roof, wooden walls instead of thatch etc... If you mean the wall sections between…
Hi Vig, Thanks for the feedback, I don't have to stay with that body pose or face pose. The body pose is just one I've always used, because I had a feeling that modelling joints with a slight bend in them made for a better mesh for animating (I think a long time ago I had some problems with biped joints being difficult if…
Nice looking character. I really like the expressive face you've given him. Looks like you've got a fair bit of poly wastage going on there, particularly in the chin area and on the face. It looks like may'be you're trying to describe too much detail with geometry too that could easily be textures - the sleeves for…
on that note, I recently changed the way I build faces just to see what would happen. Instead of starting from the base cranium, I started from basic skull structure of the mouth, and found that my heads were much more dynamic. I've also tried blocking out completely random silhouettes and filling them in later. You'll get…