What i said above is true, but doing some more research you can put in ReflectionCaptureActors. These can be box or spherical projection of the environment. Much like in cryengine. These work really well and will capture more detail. They have an area of influence and as far as i can see are applied automatically to…
Using alpha to save 100-200 tris is pretty much always a terrible idea. You're adding a more complex shader and effectively another map's worth of memory for what amounts to a negligible (or more likely, negative) change in rendering performance. I'm really digging the fat, square-brush paintjob, reminds me of the texture…
Can you post it without all the textures and lighting, its a bit easier to focus on just the animations without all the fancy rendering. From what I can see the body movements look really solid, but the flail has some very awkward motions. It becomes very obvious when it moves behind him in the first scene. Looks really…
Graduated as a Software Engineer few years ago and have been looking for work in IT field ever since while upgrading by doing core courses of Networking such as Information and Storage management, SAN Management, Awamar Administration, Networker Administration for now while practicing game programming, maths and 2d and 3d…
The blade and the hilt seem like entirely different styles. The blade looks like a pretty well rendered realistic style, but the hilt is the same old cartoony zelda -- muck things up a bit. Think of the wear on the grip, the notches and strikemarks on the crossguard, and the dulling and damage that would happen to that…
The ultimate goal of this model would be to prototype stuff in a game, so I created to versions of most parts of the body, one "complete" so I can tear it to pieces, and another one with some faces off, so I don't lose time rendering unnecessary triangles: I don't really like the look of the holes in the lower resolution…
Thank you for the crits guys! I updated it What I did: ~ removed most of the wood grain from the spec ~ added a blue tone to the spec ~ adjusted the values of the spec so the metal would have more than the wood ~ added mud ~ adjusted the light of the render so the grenade shows better ~ moved the camera a bit far back ~…
Looks nice. Agree with Dimfist for the glass thicknes, especially on the botom. I don't know if you can do that but it could be cool not to do a full bottle, could try to do it slightly empty : Also, I think that the blackness of the label is reflecting into the liquid, which gives this black color in the photo. Well…
verybad, thanks. MightyPea, if the surface is flat generally it isn't a problem to have an ngon here and there. This isn't for any engine in particular but if it were I'd export and test to make sure its fine to do. I'd also make sure the triangles are nicely laid out anyway. I might do another beauty render once the wolf…
[ QUOTE ] Looking really good, are you going to be rigging it for animation after? I'd be interested to see how you will be handling the joints like the elbows and knees (especially the elbows as it doesnt look like you would not get much movement there at the moment but I could be wrong) [/ QUOTE ] i dont know how to…