It's a cool sculpts, and the geometry looks pretty solid... but nothing about this says "space ship" to me at all. Obviously it's supposed to be an alien craft of some kind, but the only reason I know this is becaus you said it was a space ship. Had I seen this image without the captions, I'd have thought it to be a mask…
yea , you fell for he trap of trying to define too much volume in z brush. i try and get most of the hard work done in max or maya and then paint minimal surface detail in z brush. If you try and do too much volumizing in z brush it can come out looking 'lumpy' Not saying you can't work like that , just I have found it…
Cool, Makes me want to mess around with Xnormals. Im curious as to how texture maps are handled in an RTS. Would you combine several buildings textures together until you get a 1024 or 2048 map to reduce the ammount of texture calls. I think it could use a different hue for the texture. The grey and blue reminds me of…
save the quagga! okay, next time i'll definately add more options. -tits -red striped zebras don't exist, silly -Im fairly certain a zebra with red stripes would also still have black stripes, so it would be black white AND red -The stripes are more like a dark metallic blue/purple, a bit like a crows feather. -Polls are…
Glad I stayed up late to try this! It seems to work great so far. Only feedback I can think of after using it a little is that it tends to zoom a bit too close for my taste. If you could make it somehow remember the last 'work distance' defined by the user and retain that working distance after the camera jump, it would…
Racer: The high poly is looking good - I would take more liberty in defining the connection points of the forms and shapes in the model. There are quite a few spots where objects or edges either line up or intersect awkwardly in/to other shapes - which is more noticeable in first person. Try to connect pieces with purpose…
the chest piece isn't mirrored thats the AD Police logo. but yes, definately push the skin a bit so its less flat colors. I realize its an anime style mod/skin, but it still could use some more punch. harder shadow detail on the mask, and more definition on the hands. currently they are still really blurry. I do think…
not a bad start. I think if you stick with the current eye size, you should make the face significanly longer and slightly wider. The nose should be much higher and i would really exagerate the upward angle from the tip of your nose to the sides (from the side view). Move the mouth up a little, and the chin down. Lastly…
what is this, 'go back and finish projects from a month ago'... month :P good to see you finishing this dude :) I'd say arm folds are looking a leetle messy, some more defined/sharper dominant folds could be cool man but either way. And afaik pockets should be set =D Hope you get onto the bakingz soon... and bring me more…
I like the muscly defined upper arms. and I like the forarm and thigh plates matching, keep that theme. I think I like the 3rd missle pod set best. maybe put some reactive armor on the shoulders? I'm not sure what else to say that isn't biased, since I'm making a similar mech as well...and every idea I was about to suggest…