Looks nice Spider :) Some of the grass/foilage mods are bullshit, just crank the number up to 100000 and it doesn't end up looking any better :) I have a pretty good setup of mods at home i think, will see if i can post the ones i like best. One of the best mods by far I installed was one that added flocks of birds, its a…
@harricool Thanks for the feedback. As i stated earlier, i've actually done her hair, but can't get it working right with xoliul shader. I'll try to fix on the part you've said. @jadeeyepanda Yeah, i'm focusing on that model right now. Still trying to tackle his hair as you mentioned earlier about how it look too upright,…
my only critique is to NOT draw robots or clunky-armored-dudes at the stage you are at. Do human anatomy and than get back to this. IF robots and hard body IS what you want to do (like feng zhu/scott robertson) than study perspective and 3d surfaces practices to under how those are drawn. your Photoshop skills are nice for…
Hi everyone, Today a little bit more about the robot :) Firstly, I projected my concept on a lambda character. It's to help to get some volume on the plates. Now, it's more easy to start a retopo. It's exactly the same thing that create an armor. :) On each body plate I used triple edge technique with a blinn material for…
Gir: Nice soft features, at the moment only thing that sticks out is the Corners of mouth look a bit off. seems like there not properly pushed together, If your having trouble working on the upper lip without affecting the lower or vise versa, try to using polygroupd to isolate the bottom so you can really move them…
Pretty cool, i like the basic shapes and the model so far. Toplogy seems pretty excessive, imo, especially if this is gonna be a base for sculpting. I like that you're knockout out all of the major anatomical formsm but I think you're only slowing yourself down by using that many polygons to define the curves. Concept has…
Before you take these into mudbox or zbrush, could you show us the wireframes? Reason is, it's very important to have even quads across your model. If you have rectangular faces you'll get weird distortion with your sculpting. And for armor and weapons you can do a lot of the high-poly work in 3ds max. Then just do details…
I gotta agree, I'm a bit surprised about those picks. Don't get me wrong, all of these sets are fucking amazing and deserve to be in the game asap, but as somebody mentioned, there's only one more winner slot left and so many awesome sets that just won't win at all. Personally I would have expected to have the Rider of the…
I had meant water-tight as in not one continuous piece (a hand going into a sleeve it wasn't connected to, eyes, etc), but still not being able to delete the end caps and faces that never get seen. Even if faces/verts were left as padding for the lighting, it still wouldn't light properly until every island on the mesh was…
Yeap. I have always done that. Creatures, enviroments, rocks, vegetation.... The only thing I don't like to do are things made out of flesh, like characters I wouldn't mind making armors or even cloth, but skin and things like that...). I have also thought about working on a part-time job game project. The problem is that…