Here is one of two self-portraits that I created this week for an Advanced Digital Imaging class this quarter. I used 2D and 3D elements composited in Photoshop for this one.
The hands and inner shirt are actually a different element so those kinds of rotations shouldn't be a problem... But it's no use anyway because I have to fit it to an existing rig (the scale is also dictated by that, as well as length, hl2 being notorious for long arms ;) )
A few weeks into a University assignment, alpha presentation is in 3 weeks which needs to include all the elements that'll be in the final, so fleshing out more geometry at the moment. Trees are placeholder till' I speedtree it up. And the stair assets I've been working on via the weekend,
I got inspired by the great work of PhilipK and his great tutorials. Thanks for this buddy. Anyway, I wanted to try this out myself so here we go with a generic sci-Fi wall element. I hope you like it. c&c always welcome.
Working on the lamborghini reventon. Will be racing around in a short clip. @hogboy: Geometry looks good. Put more work into the teture, lacks color variation right now, especially on the skin. Maybe add some rim elements for the armor too, maybe incorporate another color there too.
that's exactly how i approach uvs man, do all the high priority areas first and work down to "high density" mapping. Sometimes i also find it's effective to arrange arbitrary groups of UVs into squares or rectangles and just tesselate them in the uv as if they are their own element
only issue is that going under wouldnt support or hold the armour in place and would be purely aesthetical which is why I want to go over the shoulder. Theres still tons of elements to be added though :D maybe I could add the one underneath aswell but the shoulder strap is going to be important. edit; bit of progress on…