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#1302 (permalink) |
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Game Art Student
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I'm sure you'll fix up those seams as you work on him, i find the colouring awkward with the sort of natural looking colours in the middle, moving onto the blue i perhaps find the blue too contrasting or not well blended.
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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#1303 (permalink) | |
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Industry Artist
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Quote:
Hopefully it'll be similar to the UE3 scene I did, yeah. I intend for this one to be a bit smaller scale and crammed with a fair bit more props and little trinkets. Try and get something of the culture across. I've been thinking of doing something like this for ages (before I did the other UE3 scene) and I've finally gotten around to starting. |
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#1304 (permalink) |
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Senior Member
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cheers for the comments samps - i posted it just to get my motivation going again with crits - the idea of the two tone color would be kinda like a bug - darker tone outside, lighter inside....
i'd be interested in any color suggestions, cause i'm at a loss - i might joust revert it to the old school humanoid skin tone cyclops meh.. |
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#1309 (permalink) |
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Game Art Student
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Needed a little break from the university paper, so I decided to make a quick generic stone object. Now that I have the workflow worked out, I'll make more and different shapes and sizes.
Wire shot with blended normal map of high poly bake and texture filtered normals. Loads faster than sculpting all of it, and due to the resolution of textures, the sculpting could easily have been in vain compared to this imho.
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"Without geometry, life is pointless." |
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#1310 (permalink) |
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New Member
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One of my current WIP is a custom character for UT3, he is supposed to be half robotic. Inspired by one of my City of Villains characters.
Another WIP of mine is a dragon, but that is only at the concepting stage. Just figuring out how Im going to do the head anatomy, as Im enhacing and changing the concept of my first dragon. |
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