difference is it kind of looks right on big power armoured dudes with massive shoulders etc, but this guy has pretty form fitting armour and the stylised proportions are brought into focus without the counterbalance. I think the modeling and texture are great, but would prefer slightly reduced arms/hands myself
weeeeee gay quakeman , the normal map could have came out better , i could have wasted more time in the diffuse etc ...its crap. i promise that next time i normal map something it will come better. as usual , highpolygon is dysplayed at my temp folio...
Yeah I wouldnt mind working there =) but I graduate in a month so right now I wouldnt mind working pretty much anywhere. Everything is diffuse so far, I dont think they use any specular maps etc so Im trying to stay in their specs. Thanks for the advice.
Wrote about this in a thread a week back or so. School assignment, didn't have enought time to make it as good as I wanted it though. edit: It might be pretty obvious though but this is the first model/texture work I've ever done. On a model that is (have worked with "flat" textures before, walls etc.).
chi - did you model the face? It might be easier practicing textures on something with more standard proportions. The eyes seem very wide. As for the skin; looks like you're only using the values of one color... its very monotone. Give it some red on the nose and cheeks, some blue/grey on his chin and lip, etc.
[ QUOTE ] [ QUOTE ] have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away? [/ QUOTE ] What do you mean by basic forms? [/ QUOTE ] He means which he said.…
MoP : looks cool, nice pose nice design BUT the face man...dunno what happened here, maybe it's not how I like them or whatever but I find it way less subtle and polished than the rest of the model, just lacking ay expression, any subtle shape, etc..maybe that's just me though great entry nonetheless
I thijki it was the cleanness of the lines for the stylisation comment. perhaos his pants could be slightly baggier, more folds gathering etc I think his hands are a bit thin/childlike also and his legs are a bit spindly. Quite ofen you see these bouncers in night clubs where they can barely fit in their suits, like…
thefadladysings: Wether you should keep it all quads depends on what the purpose of the model is. As I understand it, quads are a very good idea for subdivision modelling and animated models that bend, twist, stretch etc (like characters). But for a low-poly mechanical model like yours there's really no reason to try and…
I'm trying to build a low poly bus here, I just started, and something doesn't feel right when doing the windows etc.? I'm having difficulties with the meshwork where I feel the polygons could have been used more efficiently. This will be imported ingame and triangulated. I'd just like some feedback before continuing it.