I second what CheapAlert said Renardin. You'd have been better off starting your own topic devoted to your mod's work. But I guess for crits. The reddish soldier farthest on the right has an odd pinch on his torso where that symbol stands. The shoulders on that model could use a lot of work too. The uzi model looks really…
Looks great Warby, only complaint is the lack of shadow, I guess those will be generated though, because right now everything looks sorta pasted on top of everything. Once again, not digital work, but rather sculptural FX work (I probably should post some more digital stuff to keep up the status quo) My one peer asked me…
I'm helping ghost_rider (re: cgtalk) with his entry by doing the stage that his character will be posed and rendered from. I've finally got to work with that mofo and I'm stoked, so I figured I'd show you guys where I am at so far. The story: The character is a sniper and artillery mix team. So, with the idea of Shadows…
[ QUOTE ] You mentioned this going into a game engine? Which one are you using? [/ QUOTE ] i use the c4 engine, while their terrain is currently lacking (soon to be improved) everythign else is top notch. so is the price, if you buy right now you get the source code and life time updates. [ QUOTE ] looks good jarrod,…
Ok sag bescheid wenn die Seite steht, den shader kannst dann haben wenn du magst Erm right now i only did it with the diffuse channel. I used a dotproduct out of a lightvector and the normal (but i kinda prefer a plain blue 3vector in some cases, so i have to take a look if i could wash out the details of my normal a bit…
[ QUOTE ] your dropshadow is a little much on those scratches. what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not…
[ QUOTE ] Yo Entity, looking at your XSI buttons there I think your workflow must be a bit long winded. Maybe that's how you like it but I will tell you how I do it and maybe you can get something from it. I have all the most common modelling tasks mapped to the keyboard on the left side using shift or ctrl. So for…
@ Richard Kain: Thanks a lot for the crit, it is helping me soooooooo much to hear good critique from others that are on the same page as me. I know the floor and the ceiling is the same as the floor, for i did that hoping that no one would notice lol, and cut another corner once again in the texturing process. I agree…
Vitor, She looks like a case where undernourishment in youth has contributed to arrested development of her female features, with underdeveloped hips. Seems a perfect base for something Silent Hill life Renaud, I love the clean lines in the face. That guy really has a personality of sorts and I could easily start spinning…
@vig: Allright, but remember, you asked for it. Pose at the top of his "wind up" could be better. Pay attention to the silhouette, try to make it more dyanmic: fist up, cannon arm out for counterbalance. Break up timing of hand and foot on the wind up, make them hit their "beats" on different frames. Torso could settle…