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#791 (permalink) |
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wee-zuhl-aa-coo-soh
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looks like a good start urgaffel, should look cool once it's done.
also: very nice looking gun, mike.
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#792 (permalink) | |
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Senior Artist
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Quote:
![]() It's looking fabulous. What makes modo special/what do you find using the most that's new compared to whatever you were using before (Max I believe?) |
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#793 (permalink) |
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Game-Artist.net Staff
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Right, so I was away giving a talk on modo, then massively hungover and then Okami came out on the Wii... I've pried myself away from it to try and finish up my character :P
Her eyes should be less crossed now (although they're still kinda starey). Hands a bit bigger, breasts a bit hgiher, neck a bit shorter. Mostly I've been working on the texture for her accessories because it's easy to work on the smaller stuff during lunch hour and the colours on the monitors at work are way off so I don't trust them with skin tones. Hopefully tomorrow evening I can get back on with the character proper. ![]() |
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#794 (permalink) |
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Senior Artist
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Oh man James she's looking great. The scale of the hands looks good to me. I love her weapons as well, they have an awesome Team Fortress feel to them.
![]() Skin tone looks good to me as well, I'd just get some slight variations into the diffuse and specular, and some smaller scale details into the normal to break up the specular slightly. Thanks guys about the gun :P Ghost, about modo....really modeling its fairly similar to max, and I work good in both programs so that really depends on your taste. Same workflow just different tools and so on....same as with any modeling workflow from program to program. The main things I love about modo is just the realtime viewport display and the unwrapping. I learned to unwrap in Blender...so I learned with LSCM unwrapping. So when I used max I had to change my unwrapping style. Modo is the first program I've used, apart from blender that has an easy to use unwrap system similar to LSCM. There are other sweet things in modo too, I still love my little Max...but sometimes I need to work with something "new" so that I feel special and work faster :P
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#795 (permalink) |
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wee-zuhl-aa-coo-soh
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looks great james, the anatomy is looking pretty much spot on now. starting to come together real nicely with the weapons...
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Supporter of Constructive Criticism |
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#796 (permalink) |
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Game-Artist.net Staff
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I just noticed the calf muscle definition, in the rear view her calf muscle seems to be a little low down on her achilies tendon
other than that its looking great, I like the skin tone a lot and the accesories are sweet so far
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www.benjaminclark.net |
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#797 (permalink) |
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Level Artist
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Ben what are you doing replying to this thread go finish up the pilot model your working on so i have something to put up as inspiration on my wall!!! gogogo!
finished the high-poly the other day baked it onto the low-poly mesh i think it came out great for how little i put into the low-poly mesh time to paint it up both normal and alpha maps are applied. ![]() Also i updated my site: Arman - level art |
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#799 (permalink) |
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Senior Artist
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![]() progress on some props for my alley scene just the low poly version with the normal maps. Texturing these and then redoing all the walls modular. Nice gun there RetardedMonkey. I am going to check out the modo demo soon. I checked it about a year ago and really liked it but ended up going with silo. I think the workflow is smoother and more intuitive then max. Not as streamlined as silo but it has more tools. |
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#800 (permalink) |
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wee-zuhl-aa-coo-soh
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I like the backpack, but I think you should keep the old face. It was very nice, fitting expression and so on.
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