I think this is exactly the kind of asset you should be using manual texture creation in photoshop for. In my opinion, the goal with this kind of model is large, medium, and small scale texture information that is localized around forms of your model. This helps the texture/model read clearly and be interesting up close…
BEWBS!:poly136: (NSFW) http://i.imgur.com/g55OHS9.png Fucking around aside,I think I'm in the right direction for the piece,though this imply I have to do again the knee protection. Still a sketch,but I think I'm starting to understand the importance of having pieces that graphically reads well from distance,so I enlarged…
Dont get me started on this fcking piece of shit DRM that ubisoft is doing. Got heroes of Might and magic 6 during christmas break. I've really been looking forward to it. there's nothing wrong with my internet connection so i figured what the hell, so what if i need to be online to play, i always am anyway. well.. Servers…
Yeah I think the rust overlay is too much right now, but not really that its "too much" but more so that it is everywhere, uniformly. Right now most of your metalic materials read as uniformly noisey/cloudy patterns, without much interesting, specific detail to break them up. When you get past the base material phase I…
I'm not a character guy, but I really like the design for the first guy. It's a nice blend of mechanical and organic elements. There are a few areas that could use some work though. For instance, his chest shows hard edges and is clearly defined differently than the rest of his clothing in the high poly. When texturing,…
Hey, it's starting to get there! The face though is still in my opinion very masculine. I think it's because of the chin being too angular, the edges below the eyes being too sharp, and the eybrows arch too big. The neck can be narrower, and the lips with a more feminine shape. The anatomy is cool but maybe a bit too…
If you are a 3DS user then one thing that helped me improve my modeling was finally breaking down and studying and trying out every last tool for each of the sub-objects in the Edit Poly modifier. I got tired of scrolling past a bunch of stuff I didn't know anything about and only sticking with extrude, bevel, inset,…
The texture work on this launcher is looking really nice, the materials are maybe not reading as well for me as i think they could though. The metal parts all over look quite matte, like it's covered in soot or dust. Maybe this is intentional on your part with going for the painted look, but try pumping the spec up and see…
Feather stamp for the lose... Each feather has the same rough breaks in it at exactly the same place. Not to mention they look like feathers glued into place instead of actual wings which are made up of seperate sections of very different types of feathers. You have the right idea about layering the feathers. But you need…
I thought it was something to do with triangle-stripping, but I might be wrong. If I'm right, then it means having a row of quads all triangulated in the same direction, so their vertex winding order is always the same. I'm not sure how much of a benefit this is, I seem to remember reading some engines/platforms handle…