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Everything posted by ginsengavenger
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oh boo hoo life is so hard. life is hard no matter where you live because people are all the same and we treat each other so miserably. some people can't suck it up so they break and take it out on those around them.
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hmmm those teeth. i think you could get away with just an alpha tex, and save a LOT of polies. also they're so thin and sparse.. that's not really how teeth grow, even when they are sharp and nasty and interleave when the mouth is closed, they tend to be pretty closely grouped and densely packed at the gum. if you really want to individually articulate the teeth like that i would 1) use fewer polies ;x and 2) expand the bases so they come closer to meeting each other. right now they look more like a comb. the texture is good. i would work on making the various regions of skin and flesh more distinct and interesting. as it is now it's so consistent, when you can look at a good dragon illustration or pictures of real wildlife and see all kinds of local variation.. you know, differing kinds of scales or flesh. (not just lava splotches
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never been to detroit i see ;x
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well before the shoulder was fine because it had a cartoony look and the anatomy was forgivable. now it just looks messy and the uv mapping makes it worse :// the texturing is getting better all the time though.
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it's 100% naked woman but it's definitely not porn but it's nsfw either http://www.davidlachapelle.com/videos/mac.html click at your own risk
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can i post something that's not a hat~ was just messing around while i was waiting for thrik's nintendo vid to load.. i find these birds so graceful, i might try to do some modeling or something. i'm sure it's very wrong anatomically, i was uh... "winging it"
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omg ROFLlofffls. FINISH HIM
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slow like molasses
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six people pulling the same vertex in different directions
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afraid i'm with nexus, all the gray and red and white make me think "eew, salty candy cane"
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agreed. when a game is good but doesn't drag on forever it really feels like a mercy to me.
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Indeed; I think it's been shown time and again that no matter the technical capabilities of an engine, strong art is much more important. Can't wait for metronome~~ And of course they're going to neglect their weaknesses in their marketing material We've yet to see how scalable or efficient it could be. Considering they're putting themselves on par with unreal3 I'm guessing not very, but who knows. I chuckled at this point: "Significant Ongoing Development" ... that just means "It's not shippable yet" ;p
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damn those bumps are gritty. well, let's see what people do with it. this is behind metronome yeah?
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i would just use a light_spot with a very wide outer cone.
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that review makes it sound pretty shitty and it'll be pretty dated by now
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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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Rich old white men have to do something with thier lives hang wit Fitty?
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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?
