Nice Japhir! It's been really cool to see how hard you've been hitting the art practice lately, definitely showing improvement every time. Keep that shit up! As for your stab at bobo's sdk, I have a couple of crits for ya. Try darkening the dark areas a bit more. Your highlights are nice and bright, and your midtones are…
Decided to really take the plunge on high poly modelling, normal maps and all of that good stuff and am going to make a model of Deunan from the Appleseed movie. At the speed that I work I should be done by the time that Quake4 is released Still have a lot of tweaking to do like making the chin more pointy, make the nose a…
for u - oogleanimations - to show u more what i meant to push big shapes out - shadows between the panels, and some highlights to define the bigger shapes. its very crude bcz i used a mouse .. but i hope i got the point across also got lost in the shrinkage is actual moss paint growing on the stone. like not soft green hue…
My comments regarding texture size were more with respect to the magazine alone taking such a large amount of space.. But it's your model, do what you wish.. You know, regarding view models receiving so much texture resolution, i find that often times such sharpness on the view model relative to the characters/environment…
[ QUOTE ] Weiser_Cain, I always triangulate my meshes if they're not for sub-division or highpoly stuff. I tend to leave them in quads when "roughly" working an area, so that i can select loops and rings and stuff, then when i think the geometry is getting close to final, i flip edges and triangulate it all so I can see…
Japhir, your stuff is really coming along! One thing I find annoying about your textures though, is the extremely noticeable brush strokes. Initially I thought it was a style choice, but then seeing 4 other models that followed with the exact same result, I assumed it was just how you paint your textures. I like that you…
I second what CheapAlert said Renardin. You'd have been better off starting your own topic devoted to your mod's work. But I guess for crits. The reddish soldier farthest on the right has an odd pinch on his torso where that symbol stands. The shoulders on that model could use a lot of work too. The uzi model looks really…
Thanks for all the kind words guys Poop and arshlevon, I'll play around with getting more of a lightsource in there. And b1ll... thanks (big fan of your work) I'll play around with the highlights and shadows... I'm still pretty new to modeling/texturing characters. This'll actually be the first one that'll be finished.…
Nice stuff everyone: jonnyhr: That demon dude looks nice. Nice expression on his face. And the color map looks great. Nice use of colors. I would just play some more with the cloth folding, try to define them abit more. Also play some more with the specualrity. Try to concentrate more on the hilights in your specular. to…
to me the highlights on the edges feel too blurry and uniform. considering how beat up the wall textures are, it contradicts. the highlight on the edges should be more beat up, and possibly softer because they look unrealisticly strong. i like the overall atmosphere, but it is somewhat suggestive and vague in color scheme…