this is looking cool, i really like the wear you have going on the rocket and on the metal in the front of the weapon. some subtle color variation in materials would be nice to see. the grips feel too hard-edged. they're rounded on the real thing for ergonomic reasons. if this was meant to be seen from FPV, it would have…
I actually remember stumbling upon that image/thread a long time ago hehe, Thanks for the info! The low poly came in just under 10k tri's which I am satisfied with, I could lower it but I'd rather keep it where it's at considering the next generation of consoles and game engines are coming out soon. Normally I would make…
I'm not sure what program your sculpting in, but definitely do not be afraid to hop around a bit. Like go into 3ds max and adjust things, then back to zbrush or mudbox and adjust etc. Each time you hop around it will get things refined and looking better (it does for me at least). The other thing that sometimes happens to…
Update: http://steamnships.com/ v.0.002: ◘ New: Project domain and homepage (v.0.1) "steamnships.com" and "steamandships.com" ◘ New: Screenshots can be taken with "F9" (will be saved in "C:/") ◘ New: Turret "Gunner" model and animations (plus additional texture tweaks) ◘ New: FPS counter ◘ New: Camera Move Toggle Script…
Marcus: Your character looks as if he's pushing his chest out and up, from both the front and side view. The chest and ribs are quite forwards, while the shoulders look pulled back making his posture feel unnatural. The top view one shows it as well. The chest is quite far forwards. (Could just be me.) The bicep looks…
Hey, good work on the body so far! As for the face: Would be cool if you could post a shot with perspective turned on. Doesn't need a big FOV, but the facial features are just bound to look too small in isometric view (although, his eyes look especially small to me). From what I think you should probably work on the…
Hable and I are in agreement I suspect. Basically I was saying that on rough materials, there is no angle you can view a surface where all microfacets are aligned (since its rough), so you can never really see that "100% at the edges" effect. This just is more a question of view-dependence. It does not mean that rough…
itismario - I think you should make the guys hands and arms a bit bigger, as well as the feet. bonebrew22 - textures are look in nice! something is weird to me about proportions though, can we get an ortho view? almightygir - lookin good, the face looks pretty similar to some of your other characters though, try…
Ok ill def rework the texture. A friend of mine said to make slight difference in each bricks shade of color which I thought is a good idea. As to answer Vig's question I am using Xioulies Shader with a Diffuse and a Normal Map applied. I do plan on adding a Spec map although I am currently researching how to do that. I…
In this case I feel like its up to the person viewing the tutorials to A: do research or B: view other tutorials and compare/contrast methods and C: ask people at polycount :p I mean really, its up to you to learn what you want...if your path of knowledge doesn't lead you from one edge of the internets to the other....then…