Robot looks awesome, color scheme and design is great. I agree with Ashervisalis about the design of the legs. It is like the upper body has sharp and well defined lines and the legs are somewhat "rounded" and smooth. It is more noticeable on the first image. Again love the robot in general ;)
@WitchDev Thank you very much, now it have more sense to me. Is there a way to check what FPS value is actually used in Timeline node. I mean we can define length in seconds but can we increase or decrease amount of frames that will be in that node?
Lighting feels like it has potential, I like the contrasty look! But what time of day is it supposed to be? The sky is blue but the point light intensity (assumedly a lantern later) makes it look like twilight. Would say you've got to define it better for it to sit right.
Great progress! I don't know what it is but the axe is looking a little....soft. I think you could push the shading on the axe blade and further define the planes of the blades. Here's a paintover if I'm not making sense :) Keep it up, can't wait to see this finished!
I tested it before and ive gotta say it shows definate improvements even with a 64px lightmap instead of the 512 one as shown above, there are still some compression issues but honestly its ALOOOOT better and workable. I really really appreciate the help Sandro! <3 !
just parent a mesh with the UCX_ prefix and the same name to the mesh before export. that is all udk wants to define a mesh as collision. if your a maya user i got a similar tool, that will generate and export collisions as well. http://www.polycount.com/forum/showthread.php?t=131019
Looks like it's headed in a REALLY cool direction. I'me a fable fan so I'm definately going to be watching this. I'm a noob 3D designer so pardon me if this question seems sort of, simple. What program are you using and what renderer are you using?
Mik2121, it's a more anime-ish style, but you're, her face is too flat and that hairstyle does nothing to help defining her head shape. I guess I was always too busy cringing at her impossible arm and never noticed that other flaw! Thanks!
Eye is way better now but I have a hard time defining if your beast is organic or metalic. It might also come frome the render, we don't really see much, too much darkness and I think the textures are kinda confusing right now.
i don't think it's too dark, it's more about the fact that lights don't put enough emphasis on important areas. moon seems pretty bright here so it would probably look cooler if moonlight created more defined spots of light and clearer shadows.