Thanks for the nice words, it was a lot of painstaking work, lol. Its all just diffuse work. Though there is a slight specularity to the model, but its uniform, and very slight. I'm glad you guys like it. I might animate him and mod it into quake 2 perhaps.
Shitty JPG compression warning! Minor update on the Celtic Space Marine War General from Dom War 1 Since he'll be almost all poly modelled, I want to sculpt something, so.... ...a new base mesh for a Dom War 2 redux
DE Art test? never seen it :( however my googling tells me its a fire hydrant from Hong Kong? At least the one in the photo I used is from Hong Kong :P This one: http://upload.wikimedia.org/wikipedia/commons/2/2c/Hong_Kong_fire_hydrant_number_2239.jpg
that's a superb environment Johan, great lighting & textures. Really nice sculpt on that belly plate too Vitor ruz, EQ, yerp! went out for a walk came back and looked at it again. aside from the man shoulders and big farmer hands I've narrowed the face to 2 directions;
Tony Vegas UPDATE Added Normal map to lopoly model.Added Hat.Total Tri count is 3160 (yet to add eyelashes). 2 Normal Maps,1 2048 and 1 1024. Onto the Texturing now,then spec and finally alphas to recreate strands for the hair planes. [IMG][/img] [IMG][/img]
The lighting is painted by hand to get color variation, but you could use baked AO as a base. The math is just PixelColor*(VertexColor*2) so 0 is black, 127 is unlit, and 255 is blown out brightness. The idea is to use it for handheld spec stuff and allow vertex colors to be used as vivid lighting.
I started working on a character a hybrid form of Human-Animal 2 characters are to be made, first one is a kind of Sumo-Frog and the past human form which leads to it Here's a comparisson, a will work out the anatomy to be more beliveable crits & tipa are very welcome the right ones head is next to do
Adam, that scene is badass. I have a question about the 2 buildings at the end of the pier. (the 2 buildings in the second picture on your first post). How much floating geometry (if any) are on those buildings? And when constructing buildings like this is there any benefit to making everything one object? Or using…
An environment I've been working on in the evenings these past 2 weeks to learn some UE3 stuff. Seriously digging the material editor, not so much digging that bastard little tickbox to turn on lightmaps. There's a whole shit load of stuff I still want to add/change, but had to draw the line and wrap it up.
A friend and I are having a short competition on who can do the best alternate version of a popular Mario character. I decided to do a Shy Guy (Super Mario Bros. 2, Super Mario World, many others). Here is the result so far. "Who are you to question the divinity of our Lord Koopa?"