not if you are not intending to do a good looking model or proper bake : P have to disagree there, 6( 8 )sides are no circle, thats a hexagon and you would be better off defining it as such one instead of trying to make it something it isnt. Cant argue with uneeded edge loops of course, but from an artistic standpoint its…
I think the upper part of the head needs the most work, though it shouldn't take long to do. Overall, the top of the skull feels too high or tall. Generally, the front part of the skull is a bit smaller in volume than the rear. I'd also work in slight depression and muscle definition in the temple area. The eyelids could…
That tutorial is very old but that's a big big mistake and I know I did more than that, even back then. You need to learn how materials act in the real world to create a proper spec map. For example is rust shiny? Would the wood have a finish on it to make it shiny? Is the metal glossy or matte? Once you figure that out…
The best way to do glass is with the ComplexRefraction Channel Model(very top of the material tab). There isn't much documentation on this feature, but this is the basics of how to use it: A. You need a 32 bit diffuse texture, the RGB defines the color like a standard material, and the alpha channel is a mask to mask the…
I wish more people (when making source-2-pixel) would use proper math and other functions which would generate the best result in a way that mimics the 'core' features of old-school minimalistic art from games, not the pseudo-nomad-hipster ads everyone and their grandma's make in PS in under a minute. For example, total…
First off, I'd have made your thread title a little more interesting / descriptive. :) First thing that strikes me is the feet - right now, it's as if you couldn't decide between separating the toes or not, and it's feeling neither here nor there. Either go for obviously joined (maybe some semi-translucent webbing or…
Few things jump out at me. For the texture, the normal map isn't translating very well when the diffuse map is applied, mainly on the small details such as the rivets and the black strip things. You can help that by deepening them in photoshop, and also by using the spec map to bring out the normals more. Use a tool like…
Snowfly - Thanks man! I got started on adding some more horizontal dents and scratches. Let me know what you think :) AsylumSeaker - I kinda like the lights on the ship, so think I'm gonna keep them. But we'll see how it looks ingame with all the shaders and stuff on. The red and blue things are there to try and define the…
Oh yea.. for a short time it was starting to slow down to a drag.. But the last few episodes were off the hook.. You already knew that Sayid and Anna would dig up the grave.. For the cool and calculating type of guy that "Henry" seems to be, he didn't seem to see that one coming.. So many more ways that the "Losties" are…
Great fun everyone.. Some excellent tactics by all.. Scott was a wicked copilot/gunner, as was ElysiumGX and a few others too.. I definately have to get used to the full version. (Took me about 20 minutes to get hang of the chopper flying again after I reset all the controls.) And from the 4-5 boards I saw so far, the game…