jesus, i wake up mid afternoon to more replys than i have time to read. but thank you for the kind words and crits. ok so, the anatomy, im actually taking out most of the details on the anatomy, he is supposed to be adolescent so muscle definition isnt going to really start showing on him. the legs and back make him look…
Is there a way in maxscript to check if a caddy or a command is currently being performed and modify values in the caddy? for example: say I want to look to see if I'm doing a connect command and if so then to define keys that become able to increase and decrease the pinch amount? Maybe that same key would do other things…
Thanks :) I will take that on board and try and define some anatomical landmarks.. and maybe try out some different facial topology. This is how it is currently: Crit hugely appreciated on this ! I agree with the concept that modelling an average realistic figure is difficult - every time I look at the model I feel her…
They're not important at all, infact, you could also not use diffuse, nor normals maps. Just create a bunch of vertices and stick them in you app of choice. Let the player use their imagination! OK, seriously EVERY model needs some sort of spec/gloss map setup, how else are you supposed to define a material? You can't…
Really good start. Beside the hands and feets being too small, I would take a look at the chest/abs/obs. The are really defined compared to the rest of the body (back/legs), but this region is the hardest part to get muscle definition (you need a really low fat ratio or very big muscles). Therefor you should revisit either…
I like what you've got going so far! Very nice style to it. I think what would add to it is to paint in some lighting to make the materials more defined. For example adding some darker values to the undersides. I like the metal so far, I think making nice, pure white speculars on them would add a lot, just adding a small…
Creature 1 - Solid design and all. Eye's are too flat, not defined, enough when compared to the rest of the body. Creature 3 - Muscle striation is all over the place, doesn't define the forms well, and the specular is too bright and working against the color scheme, can't make out anything. The face's homoginzed color is…
all your muscles look extruded from the the surface of the skin. it all sticks out not a single muscle flows into the next. they are all <font class="small">Code:</font><hr /><pre> _ _|_ _|_| _| when they should look more like \ <) / </pre><hr /> the gif you posted has the muscles serperated in to serveral major well…
It's a good version 1 I think. Making the page load straight into work would be cooler. Also simplifying everything a bit might not be a bad idea. The work on the site is super clean textures and echoing what everyone else said a tad wasteful. Also work on defining a color palette a bit. The colors seem not well thought…
Have you used the Pattern tool before? That's an easy way to do this. Can't dial in different spacing on the fly, but you can bake the spacing into the pattern itself when you "Define" it. Edit... here's the CS3 help on it. You probably don't want Pattern Maker though, that does a splatting kind of technique to try to make…