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#662 (permalink) |
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Game-Artist.net Staff
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Nice model, Ben.
I'm wondering how well he can walk, though. It looks quite an akward join around the top of his legs. His fingers could use a little more tri-loving so that they can bend properly. It'd also be nice to see some more definition in the silhouette of his full arm, it's currently very tube-like even though he's got massive and well defined muscles there. |
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| The Following User Says Thank You to Talon For This Useful Post: |
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#663 (permalink) |
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Game-Artist.net Staff
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yeah looking at those images I think I need to tweak more in the arms and hands
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www.benjaminclark.net |
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#664 (permalink) |
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Senior Artist
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CyberdemoN 3000!
![]() edit: I'm working on some light armour ![]() I think now it's time to add some detail in it. Don't mind the pouches look low res compared to everything else, I've decided to redo the texture for them sometime and make the pockets share the same uvw coordinates to allow more detail. The texture also includes a backpack, but I couldn't include it in the render... as it was so horribly low res. more of it, maybe a bit too colourful: ![]()
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zbang! Last edited by Jimi; 05-14-2008 at 06:10 PM. |
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#666 (permalink) |
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Artist
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Another door texture. The reference photo is from a france texture-resource pack from Thomas Heß. Btw. does anybody know how colored specular maps "work"? for instance, which color is recommended for wood, which for metal etc.?
![]() Overview: http://www.bja-design.de/different/door02_overview.jpg And a little zbrush doodle. Nothing serious, just something to get familiar with zbrush. ![]() |
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#669 (permalink) |
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Artist
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That's funny, just found out that Shub-Niggurath was the last boss enemy of quake1. Have to admit that the design looks kind of familiar with what I've done, but I really didn't use it as a reference or inspiration. I didn't even know that the quake boss looked like this, never played through the game
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