Thanks for the input PelleK, I reduced the trapezius size and I've tried to define the armpit area more. Man, inner arm and the armpit area sure is tricky... Also made some proportion tweak. I think this doesn't progress so well, so I figured I'll step back a bit and try different approach. Haha it must be full of…
this is going cool man :) I kinda feel the forms on the face are a bit too strong/defined tho. Might be an idea to drop down to a lower level and smooth things out a bit more, get stuff a little softer. And maybe reducing the size of the eyes a tad too ^_^ And the segments on the torso suit bit seem more segmentey on the…
Thanks a lot for your replies guys! @Jeff Parrot: Thank you! I'll try to apply this immediately! Just in case I got this wrong, I guess you mean that I'm missing the big, defining shapes right? @AtticusMars: Thanks. I guess you want to tell me that I should not use the cloud filter in my textures, correct me if I'm wrong.…
Thanks guys! Because I have the attention span of a ferret, and because this international move has taken a lot of my attention/energy, I completely forgot I had not posted my final version of the Ghostbusters Firehouse and Ecto1! Great fun project, looking back there is a lot i would change, but definately a milestone…
I think you're right, yea. Just a tad pulled in. I think the size is fine. I think what might be off is the fore arms. Those could be much larger to reflect that original model in the old Halo prototype. For the rear legs, something about . . . defining the disc where the femur and whatever bone-disc in that area meets…
I miss the ambient occlusion. I think the belt color need to be different to define more, couse now it has the same diffuse as the skirt. Everything looks new and clean. The body of a warrior can hold some scar. Its looks more like a model guy from an advertisement, not a real life warrior. The black thing on the arm is a…
Baking an ambient occlusion map and applying that to your diffuse and spec will be very usefull. Also with metals, in general, your diffuse should be fairly basic and low contrast. Your spec and gloss will define your material more, and those should have your details in them. Just because you CAN put texture on something,…
I think the Problem is the Flow of your body- it doesnt follow the line of beauty. you should define the Shoulder Blades, Butt and neck more - even if it costs you a couple polygons more. Sillouette is the Key. also you arm sits to far in the middle of the torso- it should be slightly in the back. here i made a fast scetch…
The robot in the concept comes off as small and sleek, your's is reading too wide and tall ( main part not the legs). I don't think you have captured the silhouette of the concept, I think yours can be pushed much further. Also make sure you really define your shapes and have nice clean lines, some of the shapes on the…
Piggybacking off Zombie's crit, I think I would tone down the blue in the metals and do a levels pass over all the metals. Right now all of the values in your metal material are reading on the darker side of things. I'd push them up to a lot lighter, with all the colors and values in their further defined, as zombie…