Thanks everyone for the very helpful critique on design! jramauri, Ferg, SCB - I've decided to keep the front claws because giving him webbed fingers was making him look less menacing. However, to reinforce his swimming functionality, I took the advice of making the back feet and tail a lot bigger, and shrunk his front…
Thanks for the advice guys. Nomad: I'd like to go back and mess his face up some if i get a chance too but i spent a long time on it and need to move on unfortunately. Soma goes for the beard. Im new to hair in Zbrush so if you have any tips on how to make good looking messy (oxy-moron) hair i'd love a link lol. Mike:…
Looking much better. A big thing I missed in my other post was the height of her head. Eyes are usually around the midline so the top of the head should come down. The rest of the height is her hair and not her skull. Her neck doesn't need to be so thin and if you check the front view in your ref, her neck is a bit thicker…
I appreciate all the feedback thus far. I have not been successful as of yet as to figure out the problems I am having but here is an update. The grass is the biggest issue still. Here is my mat setup: and here is a even bigger problem. When i switch from soft masked to translucent it gave me some weird errors with sorting…
my biggest gripe is that a lot of your textures seem kinda blurry and have "soft" details in them. also your normal maps seem really blobby and overpowered for what you are trying to acheive. I like the train car it looks pretty cool but again the textures are letting it down. in terms of content, your env work is…
Hi Klamp! We aim to hopefully have this game released on web browsers, android, iOS, Steam and POSSIBLY the console market depending on how well our crowdfunding goes. We will be releasing a demo trailer very soon which I will upload on here for you to get a feel of the game mechanics. Thank you for your support! Cremuss,…
cool! thanks for all the responses guys! Xoliul: Thanks mate! Yes i'll be "smashing" the smooth body in zbrush or just in max with soft select like i have tried below as a test :) Looks cool! will be good to have some deepish scratches as well. rooster: yeah good point, i added some more tape, it will look alot better once…
the most important thing to address right now are your base materials. at the moment they all look pretty much the same because, as you can see in your texture sheets, your spec and gloss have pretty much no tonal variation. since you're using a gloss map, tonal separation is extra important. i think what's happened here…
I'm with TeriyakiStyly -- it's definitely missing more definition. You're saying the blue tentacle-like things are parts of some kind of mecha/organic suit so I'm expecting some metal, but the shading doesn't reflect that. The red part of her suit looks very soft, almost like it's made out of velvet, but it lacks…
Thanks everyone=)! Makes me even more excited for this project. Fwap, Ha! feels like a long time ago, and I guess it kinda is. Cool to see other people from there, brings back memories. Hayden Zammit, No actually it will look good from any direction, ofcourse some directions have a little better composition but in the end…