Thanks, Polygoblin! Yeah that's what I heard a lot about edges sharpness. I'm definitelly going to soften all of tem even though it's a bit hard to predict the right softness as I'm fairly new to high poly modeling for normal map baking :)
Well Artekos I work in Sofia/Bulgaria...so I am very far away from Montreal and Toronto but I have been there and it is a very nice place to work.My experience in the industy is 4,5 years.Before that I was interior designer in 2 architectural firms.
Thanks for the comment :D You're totally right! I plan on adding a name carved in the metal , something that fits the Borderlands universe (Moxxi maybe!) I'll add more dirt on the handle etc! Now that you mention it , it's maybe too soft for being noticeable!
Due to a love of all things Middle Earth and a particular soft spot for Dwarves I have chosen to (try) and create a Dwarven sword for this months jam. Here are the initial silhouettes that I have come up with so far, would love your thoughts :)
Which is really, really strange and backwards. Organics that are generally soft and mushy can handle broken tangent space more easily, while precise hard surface work suffers more from broken tangents(steeper angles accentuating smoothing errors etc).
Pissed me off when airbrush and paintbrush got consolidated into one tool, with flow settings controlling the airbrush characteristics. This destroyed the ability to quickly toggle between a hard edged brush (formerly B) and a soft edged airbrush (formerly J) with a single keystroke.
Looking good! You could use a bit softer transition between the sclera (white) and the iris, the sclera fades out at the edges of the cornea, and it overlaps the iris a little casting a soft shadow onto it. That's what makes the darker edge around the outside of the iris. A pic.
ambient occlusion differs a bit based on what software you're using, but basically, it's where you put a certain type of light into the scene that calculates soft shadows on the model very accurately. You then "bake" that lighting pass, and multiply it onto your diffuse texture.
[ QUOTE ] I guess you missed the soft stencil buffered character shadows, very high polygon models and textures, per pixel shaders and normal and bump maps all over everything then? [/ QUOTE ] CoD2 doesn't look like that here. Not in DirectX9 mode.
Personally I would approach this with planes aswell but slightly differently to the way you have here, just make the planes longer and with a few divisions and taper them using soft selection to a similar formation to what you see naturally. Here's a rough example...