I have a two year old Alienware Mx17 : Dimensions (W)16.14" (D)11.96" (H)1.77" with a nice 17" 1900 x 1200 resolution screen. It got me through school, was heavy as hell, finding a decent bag sucked. With the ammount of heat it puts out, you have to also carry cooler for it-going to need a bigger bag... I definately loved…
It depends on your ref of course, but two things stick out: -the T shaped intersection of the ribcage and the abdomen, which should be an arch instead. -The deltoid area is somewhat undefined, and directly below it there appears to be an odd lump. The pectoralis major does not enter the arm that far to the outside. There…
in regards to the statue.. it may be best to sculpt out some features first. the superaverageman model doesnt really have any key features to begin with, so beating up the model doesnt really make it look too stone like. if you had a pretty defined model and started to go over it with some of the Trim brushes to harden out…
These are very good! Your topology is very clean and efficient. From someone who is also modeling the P1, it was one complex car, you only realise once you start modelling it. Just wondering what is your method for the materials and texturing? Do you explicitly unwrap the entire model on 1 or more atlas's or do you use…
A on a rails shooter is just that... on rails. You dont get to control where the player moves because its all pre-defined. There are buildings, signs, lots of edges etc, all of which will never actually be seen by the player... So why render them at all? Once you have your rough path just do what you can see, which…
yeah it's a weird bug, i can't see anything wrong with the css but i'm a little rusty, no pun intended, except maybe forming the box with the actual <a> tag. i always used divs personally for the block (i'm anti-table) but it still shouldn't mess it up. either that or the fact that the dimensions are defined 3 different…
I agree its not worth $70. She looks a bit crosseyed. Definately needs work on the proportions. On a side note, I have put things up on TurboSquid and I've sold $300 worth of models in the past 6 months...oh, wait a second, no $150 worth, because TurboSquidA$$ takes HALF, thats horrible. Thats why I started Game-Ready.com…
Looking good, the biggest thing that sticks out for me is the white chiseled brick, in your texture you can see its quite sharp and well defined but in the UDK it looks quite soft and blobby presumably this is a too soft specular doing this. If possible I'd also increase the resolution of the bench texture as its so close…
A couple of things i see right off. The wood does not register as wood in your texture. It looks as though you just used a procedural material or flat color for the red. Considering it is wood, there is no real bright red wood colors. Second thing is there are no highlights or shadows etc on your lock and chest. They look…
This is screaming for a different brick/concrete something texture instead of the darker brick. Your second angle is awesome. Do a diorama type scene from that angle! Crank up the light pools a bit. They aren't real defined. I'd just clean them up more. I'd maybe add in a No Parking type sign with red lettering. Just…