Fightpunch: Sick! Really like both these sketchup vehicles and the 2d thumbs on the previous pages. Baj Singh: I like this guy, tho the entire color scheme for this image is a bit warm, there is very little color contrast. Dan!: I really like what you're doing with this guy. Lot of fun, tho if I were to crit... What is the…
I actually could use some help but didn't know if should start a new thread. Mostly on stylistic choice. Should I be more true and simple to the concept (Done By Peter/Firemoth at ConceptArt for a Game project we are working on). Or go the sorta CG Animation route I seem to be headed. I'm afraid its too close to Uncanny…
@Teh Splatt: Jacque Choi tells you to model it like a 'skirt' in his eye tutorial, so it was the only word I could think of ;) . It's the overlay over the eyes to provide it with its ambient occlusion. @af3d: Much appreciated! It seems that tutorial also mentions the AO layer ('eye film'), and rather well at that, so maybe…
Why would you say no ref if you didn't base it off someone? To me, saying no ref means "i didn't look at anything", in which case, Scooby is trying to make something realistic without using any kind of groundpoint to know if he's doing things right. Which is just... confusing to me? It seems to go against what I've learned…
Chai> Looks interesting. Sounds like it's very similar to what I'm doing with my old "EyeShaderSimple". What I did in mine is to use a spherical eye which had been flattened at the front tip where the lens would be. This model would use a normal map which would be baked from a spherical shape. I used the normal map for…
Some Spiffy stuff in here as per usual - That mace is looking sexy Suburbbum! I've been spreading myself thin lately redesigning my graphic design portfolio site and making new pieces for it. I'm going to eventually expand it from just graphic/web design to game art as well. I've begun working in zbrush on a sculpt of finn…
@Luke- Thanks man! :D I'd happily share whatever little knowledge I have acquired. With these guys I've skipped the lineart, which is what I usually do, and just jumped straight to big shapes of color, and shadowshapes, followed with a little bit of smoothing of the transitions between light and shadow and an additional…