Nice Wim! Really like the mosquito lookn concept, its a top piece! The cat is funny aswell, but it looks too soft, i think it would look alot better with some more contrast, though the img quality might be low --> photoshop to pimp it back up? keep posting!
Well, since you asked so nicely :p I think those changes would help her feminimity :) Just remember--when dealing with females, everything to them is SMOOTH, SOFT curves. Hard edges make for more manly-looking people. So hope it helps! :D
I think the shadows are so soft because i'm using mr_Skyportals to give the illusion of windows giving off light. I might mess with some other lighting set ups. I'm digging max08's new mental ray features with the more physically accurate exposure and junk.
Wow, this looks good! Thank you for showing us the evolution of the Nod Soldier. There is a big empty space on his forehead, that can be used for something. Also the "soft" part of the suit, the bodyglove. It has a simple pattern to it, and could use some folds in the fabric to break it up a bit. Thumbs up!
Here is a quick paint over for you. :] I think this texture lacks interesting shapes and forms. Try varying soft edge, hard edge, texture, value etc. Well... koste almost summed up some basic principles very well so I'll avoid repeating everything.
Hi, I love the lighting, would it be possible to get a view of the Unreal viewport so I can see how you have positioned your lights. My own lighting is poor and I would live to see how you have got such a nice soft lighting effect.
Yes, looks awesome indeed. It is actually the only game that would make me buy a PS3. The only thing that i noticed on the lastest movie i saw , is that the animations don't seem as half good as they first shown. Too bumpy, or too old style, not that soft animation nextgen style :\
+1 . We have not a single square environment texture. It makes both their programs rather interesting toys than a tools for work. I ask for the feature for many years already and don't believe they will ever do . Guess it would require to rethink the soft from very beginning, not just a few extra cool nodes.
Are you saying you baked the normal map in zbrush? Don't do that if so, as iirc zbrush doesn't support mikkt space (the most common tangent bases used these days). Also, if you have split normals along the seam try baking with them merged (ie. one smoothing group / soft edge).
Jesse Sosa's stuff is pretty inspirational. http://www.skankerzero.com/images/aeon/aeon_work_052.jpg http://www.skankerzero.com/images/aeon/aeon_work_066.jpg http://www.skankerzero.com/images/br2/br_work_67.jpg Traditionally I've seen more or less cylindrical torsos work the best. Just out of curiosity did you start with…