This is a little side project of mine. It's an undead, demonic knight type character, based on the Chosen of Warhammer and also some character designs of Dark Souls. I've blocked out the major forms and started adding some details here and there. The helmet is a bit of a place holder since I'm still trying to come up with…
Hi! I modeled a female body for practice. The hands and feet are just place-holders right now. I drew the viewport images of the head, and I mostly used the proportion chart in Figure Drawing for All It's Worth by Andrew Loomis for the body. Any comments and critique is more than welcome. Thanks for looking: And some…
This is my first try at a character in 3DS Max, I would love some feed back, and even some ideas on how to add to him. I plan on making the bulges on his jacket fur, and the sword on his back is just a place holder for now. I also need to figure out what I'm going to do with the backpack. Hope you all like it!
From my experience it's same in every ray-tracer I tried. And always been that way. Mostly coming from sky/environment light . Guess it's why they do small quads with displacement + actual bevels instead of hard edges outside of gamedev. Hard edges is a gamey thing. Actually I have seen a subtle hard edge reveling with…
In max, in the UV editor window click the options button (lower right), turn on "Use Custom Bitmap Size" and set it to 512x1024. OR Save out a blank place holder image that is 512x1024, apply that to your object and in the upper right corner of the window set it to use the texture and it should change to the right…
first time working on a sword, most of the time i work on vehicles and sci weapons so this is a nice change, this is still very much a wip, blade texture is a place holder atm any feedback would be great, i've found it quite hard to think of things to add to improve the way this looks
To be honest I believe promo pics should be as close to the ingame version as possible, since that's what the buyer gets. I think the magic lies in getting the low poly baked to look close to perfect. That being said, I agree with the others that you should try to make your models bolder.
Put together the low poly and UV’s for the Raider model. Didn’t want to lose too much detail so it’s hovering around 7000 triangles. Texture baking turned out good as well. All that’s left is some add-on’s. A belt/bullet holder type thing for around the chest and hair sheets.
Q: You know what share holders like more than watching their company buy sh!t? "So the last 10 years have been extremely great to us, what do you want us to do with this giant pile of cash?" "Cut us a check." A: Hording money.
Mesh is place-holder. He needed something quick for his lighting and composition so he got it very dirty. Might as well do a progress update too then... UV mapping is done, currently sculpting, and messing around with XSI hair to come up with something that works for him. Mudbox progress: