He looks very chubby and wrinkly at the same time. I'd really suggest just starting over and trying to make every line count for something. It's all a bit dirty and squiggly. Sorry if that sounds harsh, it's just the most direct and clear way I can think of. Try to render the simple shapes (sphere for head, tubes for arms)…
Looks fine for a first environment. Not really sure what's going on though. It would be helpful to have some prepro before you start a whole room like this. It'll definately focus things more and make everything more consistent. What Bromester said about the texture resolution is the biggest issue to me. Those bricks are…
Great work overall, looks big and solid! There are a few things that bug me though. Armor and body are one in the same. As in, it's not wearing armor, it's integrated as a part of it's body. This makes it seem more like an exoskeleton, like a bettle/insect warrior. The texturing does not define the edges between the fire…
Originally, I was wanting to make a version of the Robotech fighter. I wanted to us a F-22 Raptor as the vehicle it would transform into. I might go back and make him transform but for now this is as far as I'm going.... maybe. You can see a video of it on my blog. I used to play allot of WOW and my char was a druid. I…
Heya people. I just joined the forums and am fairly new to modelling with only 2 months in. I wish to ask some questions about polygon count in games though I think you guys are quite sick of that topic already. Firstly, how much polygon count could a game scene have, especially for high end graphic cards like the GTX 780…
Feedback - something like digital gloves between the fight night wording before repetition might've helped, it looks cluttered to me if nothing is added. i do not like the texturing on the serving bars top/bottom, idk what could be done, it could be the repetition, but the textures themself doesn't draw me to the bar. if i…
@Zokk - Thanks for the feedback. I agree the floor is pretty busy at the moment. I plan on adding hanging wires and tubing to the ceiling to pull some attention away from the busy floor. @oxblood - Thanks man! Worked on this for most of the day. I concentrated on creating some master materials and rebaking some normal map…
overall lookin pretty cool, just some minor suggestions - you may have to be heavyhanded with xsi as far as it's triangulation, it sometimes doesnt pick the best way to triangulate a quad or 5+ sided poly, so to prevent some of the odd shadowing you're getting on the side view around the door frame, triangulate those…
I am currently working on a scene for my portfolio. Its a sciFi/future military base that has been abandoned and is now being overgrown by the surrounding vegetation. Although the inhabitants have left there are still a few drone ships that continue to run their perimeter defense. Here are a couple assets I am working on.…
@Xendance: You were totally right. @teaandcigaretts: Great advice helped a lot. The opacity mask clip value, and the mip map tips are great. I didn't know that. @Mark Dygert I actually thought that might happen after I posted and re-read the title. @Synergy11 Thanks! I am using maya, so i used the 3D paint effects tool.…