yeah and also I wasn't saying make it like TF, I was saying they nailed a style but I dont feel like this has quite yet. As has been mentioned youve textured/normal mapped it with realistic bulging muscles, but the arms sort of tube out from the body in contradiction to the carefully defined body musculature. If this were…
I have a hard time keeping the image in my mind long enough to put it on paper. I'll see really rough shapes or bloby forms - nothing defined. It usually dissolves from visual memory before I can get it down. It's why I don't usually design my own art pieces. If I have something tangible to work from in the form of a…
You model your highres with some idea of the texture resolution you want, you would never need to say, use 32 sided sub-d cylinders if you're mapping onto a 256. The lower your texture res the less detail you can get away with modeling. Polycount on high res models is indeed a non-factor but you definately do need to…
head sculpt take 2 -_- still really low d lvl. somthings wrong with the brow i think and the eyelids are gonna be a bitch to pull out. Trying for a little more realistic this time. Just pulled the mouth out at this lvl btw, so it'll get smoothed then more defined once i divide the mesh again. Also gettig into some enviro…
http://www.gamasutra.com/view/feature/173545/fun_is_boring.php?page=3 Fun is really difficult to define. And why should everything in a game be fun. I know quite a few games which have purposeful mechanics in them which arent fun but the games are better for them. Games really are difficult to design. With art you at least…
Oh yeah, absolutely. More than trying to define any "rules" or anything like that I wanted to mention how the trees etc would start to converge if you had taken this shot at head level, and then recomposed to frame her in the top 1/3rd. Looking back she's almost centered so my point is basically moot. :poly124: Yeah I…
Yo Leo, This is has serious potential to be much greater! The diffuse if crying for a normal map and specular. Areas are looking too muddy to be a 100% diffuse textured model. Pick a more prominent Lightsource and shade this baby up! Is that suppose to be broken netting on her? need to pop it out. ill post a paintover soon…
ajr21764 + limesimme - the reason ive have the topology like i do is to help the silhouette and help define the creases and wrinkles, if i change it to a more even distribution like pictured wouldnt that loose the definition ? almighty_gir - yes i know im just over killing it a bit to start off with so i can get everything…
Try to work on making a specular and gloss map that defines your materials better, so it's not just all the same metal. As well, see if you can create area of rest and activity in the texture's diffuse as it feels too muddy and noisy right now. I'm not being drawn to the face by the way the textures are set up and creating…
I would really break up your materials and define them alot more. I would take the harder areas on your model and make them feel more shell like almost like a beetle shell. I would also adjust the spec on your skin, it looks flat. The model overall looks pretty flat in terms of your spec. I did a paint over to show you…