Looking good demoncage, id definately go the less travelled route of not making him a sted head. And Daz, i just literally finished watching sexy beast lol, damn wierd timing. Don MAKES that film
The first one didn't grab me much... This one however, definately has me interested. Still unlikely to get a PS3 though, but glad that console is finally starting to have a singular hand full of solid exclusive titles :)
Quake 1 had a quite a few spike traps if I remember? Spike walls, spike pits? Well I don't know about spike pits, but there were definately moving spiked walls. Its been a while
[ QUOTE ] bums and hobos are defined as any person making less than $30,000 a year. [/ QUOTE ] holy crap!!! I could live like a king with that. Look for animation studios in your area, not sure if they do contracts tho.
thanks for the crits... well to behonest its not entirely finished, I just wanted to show the general ermm style / approach... definately need to alter the size of the renders and stuff... not entirely sure how to work that one out yet....
looking sick Leslie, but one thing I might request (not crit really) is that you give some more love to the forearm. specifically, the extensors. they seem really defined in the concept. Again looking amazing, cant wait for an update.
Still working on getting my first high elf battalion for Warhammer Fantasy, however if you really like 40k i suggest clicking here, definately a fun game, and im sure a few polycounters have worked on it :)
Man, you learn something new every day. Thanks for the tip on the sweep modifier Vig. I'm used to rendering splines, or lofting. But sweep makes it ultra easy to define nice custom shapes and create simple trims.
UV tools will need work from what I've seen of them. It's great that you can define seams and unwrap, but most of us need more than that. I'm content to send my stuff out to UVLayout and back.
step 1, make new document at 50x50 step 2. Fill one half black leave the other. Select all and define as pattern. step 3. fill above a yellow layer on multiply. Step 4. profit