I think the texture on the last mech needs some work. The actual metal and all looks pretty cool, but the basic layout of colors makes it hard to distinguish one part from another. The whole unit blends together, and only the silouhette really lets me understand the shape. As someone above me said, it looks like one piece…
i didn't read all of this thread so - it probably has been brought up before: the animation kills it. poorly blended and some of the cycles seem rather weak - to my eye at least. in that aspect, it doesn't look very 'next-gen' to me. didn't really like the ingame anims in the older titles as well, strange style and so…
nose looks the same to me, his heads just tilted. soften that massive brow-line you've got there now... thats not in either of the ref photos. you've got his eye socket much too cave-like, it blends into the side of the head, not end abruptly like on your model. tip of the nose isn't the right shape, it needs to be much…
Switch to skin. Physique is no longer supported or cared about. Infact we often tie it to a chair at parties and goad it with food. Skin is much, much faster... but if you have to suffer physique for engine sake (slap your programmers and get them to write a decent exporter)try turning off a lot of the blending functions…
the eyes do appear bulgy and the texture around them is dark. the hair lacks the defined shapes visible in the high poly mesh. the shape of her heels are poorly defined in the low poly. the face is a bit shiny, and I think perhaps the texture colors and the lighting are blending to create unflattering hues. otherwise it…
Conceded, what im trying to get at is its a utility map, not a simulation of accurate light phenomenons.. which in hindsight is pretty off topic on a realtime rendering board. Out of interest Perna are you talking about masking lighting from a pre calculated cube map or can you actually get scene specific colour bleeding…
Yeah, you should try other blending modes and opacity's too, try what's the best As for the background, the most important thing is the character/thing you want to show to people, if you really make art for letting it look cool and not for concepts then you should do some more work on the background, but the most important…
Intake under the nose is too big, at first glance. Check that reference I sent you. Also unsmooth the seam between the main tail and the smaller, triangular tail fillet. They're not smoothly blended in real life, there's a hard seam where they meet. You're getting pretty close. Keep up the work, you've made huge…
Motion Mixer. This lets you overlay different tracks of animation and blend them together. You create a mix of all the tracks and then apply that to your biped. You might need to first load the mocap onto a biped and then save out a .bip file from the biped menu. I'm not sure what other formats Motion Mixer imports besides…
Looks pretty cool so far :) Texturing is nice and clean, reminds me a little bit of Mirror's Edge without that eye-burning contrast. Ceiling looks a bit bland at the moment (though I'm sure you're aware of that) and could use some wear and tear along the edges. You could either place some decals or use vertex colour to…