nice, need some handdrawn spec or reflections on the cockpit, loks a little dull at the mo, also i think the legs lok a little weedy, scale the cockpit down or them up
There are no dx10 only games i know of out yet and the cheap dx10 cards can just barely match the dx10 spec and cant really run any dx10 games anyways.
Why the long face? Just kidding, She looks awesome man! very good detailing and texturing! It looks like there is no spec at all, it almost looks like its in unlit mode
great job, i think there is a fantastic amount of detail for such specs .. i think the folds on the pants are a little too sharp for my tastes .. but i very much like the piece overall !
Well, dont give up on the quad thing liquidmetal. Just stick this aside as a model intended to be subdivided or smoothed, and dont worry about quads so much with a game spec model.
I must say...wow. I think it looks awesome. I can see that the textures are not finished in some areas, but overall it looks like its gonna be awesome. What are the specs on it?
that was this : http://www.gfxartist.com/features/tutorials/7731 Loving that ninja Makkon. I like how you managed to control spec and got the material to look rubber-like or something. So nice!
I tend to use an AO map just as a multiply layer on my diffuse/spec maps. Some engines use a separate AO/lightmap pass, hence the option to do it in XNormal.
Word, Saidin. I have to do the spec, haven't started that yet. I was planning on doing AO after that. I wonder if AO can be used as the model's shadow map in UT3?