the glow's pretty sweet, i like it! how did you do that? some comments: - the sword looks plastic-ky due to the specular. For metal, spec colour is blue. - you could add metal textures to the blade
Hey, here's my solution as I did on the head:poly121: Try at retopology phase fewer polygons , focuses on the importance of the curve .... it is always better for me to have fewer polygons and then add when it is needed than vice versa.
That is a sexy gun. Any tips on your texture workflow? How did you make all scratches? Is it preset in dDo? I just can't get my metal textures to look that good actually. Great work! :)
I didn't like the original composition that I did, so I created a more dynamic one. I may add a jack-in-the-box or two around the bottom. What do you think? Thanks, Dave
Thank you, yeah lol I was hesitant to add the missiles. Only one episode did they show them on it. They may or may not make it to finished product depending on how lazy I get lol. Thanks for the input.
You're older, you have less free time, and you know how the sausage is made. These are all ingredients that add up to not being able to enjoy games the way you did as a wide eyed youngster. Deal with it. :)
Very nice! How much time did you take on this from start to finish? Are you putting UVs on any geometry in MODO, or do you add most of your texture detail in a paint-over pass?
Very nice, did you have a gloss map for those marmoset renders? Perhaps rotate the skylight as you main and then add a new light source for the fill or rim just to pick up those small details.
ah I hope it aint too late for me now, but I did a script currently only EditableMesh supported, but I will add Poly once I got more time http://crazybutcher.cube3d.de/code/_3dsmax.html
Yeah I did some work for Peter a while back. Great guy. Easy going. Also hung out with him at GDC a year ago. I'm on the exchange. Now it's just time to add some things.