I know all of that, hehe ;) As I said in my other "Yet another newcomer" thread, I'm with max since 1 year now and I think I know most of the tools necessary. I should realy have a basic understanding how to create a model, forming a base mesh was obvious but I hoped the traceing method would be faster. If youre intrested…
Unfortunately I lost all my last year's work recently, because my HDD died. But let's say I started with zero in January and here's my latest work: more here http://www.polycount.com/forum/showthread.php?t=138478 I'm still working on it and it will be finished soon, I promise :)
http://www.cinemadb.it/images/jreviews/450_christian-bale9-1328393702.jpg So cheeks I think he needs them. It's really interesting to see how sometimes his cheeks seem to disappear. Personally I think you should split the difference like this picture. right now as is you nailed the cheek bone but there is no mass for the…
This is too big of a mystery for me, I think we need to call in the Hardly Boys and have them solve the case of the front page shitpost. http://vimeo.com/135696536
This is a great start. I love this kind of work. We were just talking about toon-style fx yesterday at work (I'm an environment artist working on a mobile game). You should take a look at the fx in Gigantic. http://polycount.com/discussion/137269/gigantic/p1 Also, if this is for a 3D game you should think about how your fx…
Anything that can take off and land on a carrier, especially F-4 Phantom II I'm working on PZL-130 TC-I Orlik, Polish turboprop trainer for Flight Simulator X, I like this plane too. Here's ingame shot, just after takeoff. Unfortunately FSX renderer isn't that good :(
Here's the low poly the poly count is a bit higher than i would have liked, but i think i optimized it down to around as low as it will go its currently at 13.5k tris so a bit higher than unreal tournament 3 was doing if you guys see any waste or places to improve let me know.