that review makes it sound pretty shitty and it'll be pretty dated by now
Posts by ginsengavenger
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Now that's a good wing reference. Look how it's drawn, it actually resembles a limb which has evolved into a wing. See how it has a strong shoulder with muscles tying in to the entire upper torso, an articulate elbow and the 'fingers' have evolved into the ribs of the wing. See how the terminal claws do look like a final joint of a finger with a *claw*, not just a spike protruding from a fleshy cylinder. that's what you should be shooting for--a strong anatomical sense of what underlies the evolution of the dragon's wing, and what it would take to actually make it a functional appendage for propelling the dragon through the air.
What you have looks like it would function more like a butterfly wing than a bat's or a bird's, just flapping straight up and down without the dynamics you see in higher animals.
I dunno you're probably too far along in development if you're already skinning it, but this is what i would look for in a dragon model

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HL2DM and COD:UO for multiplayer
picking at BIA and just finished LOTR: battle for middle earth campaign. about to start republic commando.
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if ilovebees didn't catch me this won't either
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good. I think what you need to start focusing on when you draw is the shading and rendering---that's what will make a drawing come to life. What you're doing with these is looking at the shapes and drawing only their outlines, when in reality nothing is actually outlined; things are defined by their interactions with light.
*on preview: what daan said. and daan: the scribbling makes it look rushed and crude. when you want to hatch, use a felt tip and patiently draw each line

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this looks seriously awesome.
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Pretty good altogether, it's got a kinda cartoony feel to it. I think that if you want a really *impressive* beast you should build it to more... substantial proportions. Particularly I'm looking at the wing "shoulder"--this should be the biggest mass of muscle and strength in the creature imo, and it should extend up into the wing. Also now it's just kind of sticking straight out of the back and doesn't seem to relate to the shoulder or the other masses in the area, and the hook thing in the middle looks disproportionate as well.
Also I'm no animator but if this is meant to animate (or at least look like it's meant to animate, if you're showing it as a portfolio piece) I think you'll want more polies in the joints. As far as budget goes, you may be spending more in the head than you really need to. Give us some closeups? :]
Man this makes me want to kick back into modeling.
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i like these, they're pretty well composed. did you try them in grayscale?
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well, hashing is a perfectly good way to build tonality, but scribbling is not. it's really incredibly difficult to hash with a wacom.
in general i'd say it's more difficult to draw something from scratch using a wacom, to the point that it's usually really obvious. if you want to build drawing skills i'd stick with paper and pencil, and save the wacom for what it's better suited for---shading and retouching.
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Master Chief's Texas Holdem Championship
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you've got an extra dot on that url--
glad to have it back.
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looks really good. i'm definitely looking forward to checking out the mod tho the site seems to be down atm

the smoke looks awesome, i just hope it animates well. CoDUO's smoke sux... i hope this is an improvement.
can you show overviews for these two maps?
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it looks good. fits the cod feel, and you pulled off the dark hazy atmosphere well.
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well, in a place like that the only roads you actually think about are the big griddy ones and the very few small ones you need in order to get to your house and work.
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oh it's cs_bikini right?
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btw when i came in the thread i thought it might be a picture of a bird

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the vanishing point functionality looks pretty hot. but man i wish they'd just integrate features like that directly into the workspace instead of sort of patching it on as a plugin. oh well.
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exactly what i thought but i dinn'a wanna dig up the pic ;s