nice work so far.. I'd work a little more on the overlays you're using to define the scratches/weathering (lower half of no 1 and 3). The scratches would most likely not flow across surfaces of different depths, and could be stronger at the top lip of each protroding surface where the scratching object has struck harder.…
That newest update looks MUCH better Enix, great job so far! I have a few things I think you should adjust though: -Eyes need to be smaller, as well as pupils. -Eyebrows need to be longer horizonally and a tad smaller vertically -Perhaps add more detail like a more defined cheeck bone, top of the forehead, etc. It's coming…
I think your low poly model could be used as a high poly :) . But it's a very nice start, I remember when I tried to bake a Normal Map it was all jagged and messed up, made me furious! To me it just seems that the normal map doesn't do anything to the model, the details themselves define it, not the map. You know what I'm…
the normalmap can almost fake anything within the silhouette as if it was the highpoly, its the silhouette itself it cannot be faked. the back of the prawn has some irregularity in the silhouette, but its not that big of a variation, so you could get away quite cheap there, same with other areas. you could definately get…
Making good progress! I think you need to define the transition from plaster to brick a little more its looking a little fuzzy. Probably highlight the edge a bit and give it some subtle AO along the bricks to help account for the thickness of the plaster. Right now it looks a little too much like it was erased with a very…
The thing is (at least for me) is that aplying for internship now while still a student is probably the only possibility for getting into a company without demanding economical support from them. Since we get this from school during the time it's an excellent opportunity to show what you're made of. But yeah, I would…
OMGHAXWATF Possibly you should work at 256x256... you don't seem to be pulling any extra detail out of this size texture. Anyway, everyone loves retro. Also, the eye whites are too white, and the lines around his eyes (the upper eyelid and upper half of the eyelashes) should be darker and more defined, I reckon. Looks…
Hey thanks everyone, Ill be starting in two weeks and Im pretty excited, looks like its gonna be a fun place to work. Jesse, yea Im going to have to work around school , its gonna be kind of a pain until I graduate but its definately worth it. Ill hit you up if I see you on AIM. My name on that is the same as this one.
I don't have access to my oldest stuff, but here's some old q2 stuff I found still on polycount q2 coldblood skinpack (found on q2 extrimities) http://www.planetquake.com/polycount/skins/top-picks/week46/q2week46.shtml Hayden q2 player model (definately an old fav of mine)…
pretty cool idea, like it a lot. I wonder if its feasable to use this lighting method exclusively in a cg render/animation, or if its best suited to just deciding upon a lighting scheme? what spec PC did you use to render that, and how many samples do you have to use to get rid of all the artifacts? definately will have a…