this looks great man, nice work. My only crit would be the creases on the boot make it look like a thinner crisper material than what I think you're going for. I know you're going with those sharp edged creases to aid the stylised theme, but I think you can define the material better and still keep it looking stylised.…
Well aswell as technique also consider the thought processes that often define aspects of the workflow, so while your modelling/sculpting/texturing think; "Does this object have logical wear and weathering?" "Does its material types differentiate well from each other?(eg metal, wood, cloth, plastic etc)" "Would this…
Working on it really. A lot of the surface detail is lost because of the distance the spider is visible. Starting to get the 'musclar' detail in there, the joints and such, defining the shapes and such. As the red knee has an exoskeleton there will be a lot of surface noise, frankly will make a good normal map, while being…
You may get better normal map results doing the small details, bolts, etc. via Ndo. The small details on the high poly may get lost in the bake or come out not as pronounced/defined as you would like. Just remember your low poly and normal map is king. Make your high poly with the sole purpose of an end result normal map.…
some forums have solved the problem by allowing users to tag their threads with pre-defined tags. You can still have everything in one forum, but if you want to just see anything 3ds max you filter by the "Max" tag. The advantage over the search function is that not everything with the word "max" in it shows up, so the…
Did you just import your landscape as a static mesh? As the Landscape Editor only works with UDK-generated Landscape objects, otherwise how is UDK to know what you define as a landscape and what is just another static mesh? You can bake out a Height Map from World Machine and apply that to a terrain using UDK. Importing a…
Suba - Indeed, the skull is massive. I'll fix that up, though I was hoping not to bother with it, considering it's going to be covered by a helmet. Perhaps this is a take on an alien Nix? ;) Skyline - Yeah, I think I got a bit closer with my more recent update. Definitely a very defining feature of Livingston's character.…
Great concepts to work off of! My only suggestion is to not try and make multiple environment scenes at once as that can quickly become overwhelming. As the others have mentioned I fear that your forms are a little soft, especially the stone materials. The edges have good definition but they should still have some areas…
That's really cool dude! Def something to be proud of... post moar! =P I really like his wrist wrap and jacket in particular. However i'm not convinced by shield it feels out of place/ lack luster compared to the rest of the image. Also i feel his muscle's might be slighty tooo defined/ sharp where they mesh into each…
Great work man! Really like the final renders. As for crits, the face looks good, but as others have mentioned the lips look a little odd. I think the edges are too defined and the upper lip looks a bit flat. I also think that the cloth could have done with a little more finesse. Check out ten24s scans for some awesome…