@PixelMasher I've actually been exposed to Burnet's Ultimate Career Guide before but I was way to new to this world to grasp any of it. I'm one of those people who 1) Never gave a damn about, or invested in, their future till a kiddo arrived and 2) Never had even the faintest grasp of art, let alone 3D art, till it smacked…
Thanks, Warren! :D I'm trying! I'm starting on the face now, PixelKitty, and definitely keeping your comment in mind. I'm draping a bit more flesh over the skull-ish form and am attempting to make the beard less like a wood carving. Thanks! One quick question. I see models with seemingly more detail in the face, but I'm at…
Agreed with PixelKitty - I like this a lot! Nice shapes. It might be cool if you add some other materials other than metal when you actually get to the modeling. Maybe something else for the handle, maybe add some kind of tassel to the end. Awesome, this looks fun :)
Alright I'm done some classes for the week and and I'm going to be updating some stuff over the next couple days. Thanks for the replys so far, very motivating. Oniram: I added a few more lights in this update trying to blend the colors more snake85027: Yes i totally agree, I had jsut finished Melancholia and it had rubbed…
I agree with both PixelMasher and Jesse Moody alot of people and by people i mean nerds on the internet that just find the smallest thing to rip apart so there lives don't feel so dull and sad have made a huge thing out of nothing. EA is a huge corporation with alot of talented studios under its banner and those studios…
You could try and put a very bright white plane behind the wooden planks that fades out when you get close to it using a pixeldepth material node. Put the colours to 1,1,30 for example to get that cool blue/purple over-exposure. This will not require an overbright sky and is in fact a method used in a lot of games where…
@Vollgaser - that's an awesome way to give critique mate! Keep at it... jeesh... @PixelGalleries - solid start. I'd say, you need some visible separation between the building, right now you're going from one texture variation to the next, but it doesn't work too well. hide the sharp transition with a neutral color pillar…