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I first got into the modding scene when i was about 14 which was about 2001 i first worked along side 4 other talented guys on a highly anticipated mod called assualt amoury for the game Ghost Recon i was very lucky to have help by one of the 4 guys can't remember his name but he helped me get into some serious modelling and sorta introduced me into the modding community from there i met the very talented lead of merciless developement "ming" ex blizzard dev, you might know him from the co-op mod follow freeman for half life 2. went to his house he showed me a coupla maps he did for natural selection and his skunk plant.
nice
wow
nice got a nice batman arkam ayslum feel to it i like.
about ******* time ...looks promising hope there is new code to keep it fresh.
silky smooooth
yes.
Torso is spot on waist is a bit much. geometry looks a little off in some area arms and rib caged areas are awesome. best low polys are usually really simple. look up topology. :)
Dude, use a Human template in a sculpting application then create a low poly using something like topogun where you actually trace the highpoly within the application to create the low poly. from there you should be able to unwrap the low poly model and bake the highpoly for specular , normals and ambient occlusion. to create the diffuse color the areas with appropriated details and use the ambient occlusion for shading and natural lighting around convex areas. Just my two cents.
niiiice
awesome.
Congrads.
Wow Joure my model looks KICK *** now! :D just another fan here ...really if you need a hand give me a shout.
Very good seems a bit Highpoly at the top . Could really get some nice detail on there with a Highpoly Sculpt Bake.
Great! Really interested in seeing a game-play demo running on ID Tech 2 Source code.
Awesome. Right out of the box ;).
Very Original.
Keep practising, the beginning is tough.It gets even harder when you start getting good.
dude, there is always a perspective from the human eye.
I mean from this perspective dude
In my oppinion , chest and collar bone (a bit of the neck area) brilliant and the right arm too. Not so much the left, Does not quite look correct.
lol you probably haven't even realized your potential.
WWWHHHOOOAAA
really good ;D
brilliant
that's not bad :D
keep it real man ...(no offence)
yea its a ball with a tile-able normal map multiply'd to fit the scale of the normal's texture and a diffuse for the actual color's I can tell because of the normals visable in the black area's the way to go about getting rid of that I guess would be to have some sort of mask on the normal map ..Great Job never-the-less well done
-Dave
bbbrrrilliant
great looking forward to it
tnx ;D