thanks for the feedback u guys, I will likely be changing the D to match an italian design that is more desirable to her... I will definately keep the values in mind for BW applications. I went back and desaturated all my layers and played with brightness/contrast some, and it ended up looking alright.
yeah im working on the player model, the structures textures are a WHOLE other story one thing i want to keep is it being somewhat minimal ... so im thinking of adding a few extra armor lines or something.. but its definately open for advice since im just experimenting really.
I love ramp shaders, and they're used to great effect here. How's it implemented? Do you use a source-image to define the ramp, or is it more like Photoshops gradient-palette? The skinshader you're using seems a bit *too fleshy, almost, but it does really get the point across.
Are these just going to be drawings? Character designs, models? Easier to crit if it's known what the assignment is. The characters look pretty nice, the only crit I can think of is that I think the feet on the first image could use a re-design. They seem a little off and not as clearly defined as the rest of the anatomy.
Hey man. These aren't terrible. I noticed the piece you copied from Kevin is the most cohesive and solid model. A lot of your other models have very small details and very sharp edges. Try to get some larger more defining details that convey a sense of scale.
I'm not going to give up on pc games because of PC exclusive titles and genres that don't translate well. If a shooter comes out for consoles and PCs I'm definately getting it on the PC. I've heard that mouse and keyboard on a console is slow and unresponsive because the console is treating it like a regular controller.
How about http://www.strangefate.com/webby/stencil.jpg Dunno what it is (guitar?) but even if the surface had to be a bit curved, the wireframe is way noisy, making it not fun to shape. If the surface is slightly curved you'll need some vertical edges to define that, and be more carefull than i was when linking vertices.
One of the key TF2 artistic points is that all the characters have a seriously well-defined attitude built into their visual design what kind of 'tude are you trying to give your TF2 freeman? Still feels kind of aimless right now in that respect (unless you're going for the "weiner" attitude)
Awesome, thanks for the replys thus far guys. I'll definately keep updating for more feedback. Winterlord: Zealot is a class in the upcoming Warhammer Online. www.warhammeronline.com I kinda took it my own direction just to have some fun with it, but I intend to stay pretty close to the costume design.
Thank you for the feedback @oreoorbitz !! I've been working to finish the model before start with the hard surface stuffs, but I think I just 'inflated' to much the body muscles, losing the main shapes. I'm going to re-do all the final proccess to achieve a better look, more defined.