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Old 19-07-2011, 10:54 PM   #31
AlucardAssassin
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Thank you for the input.....also, I looked into reflection maps. Do you know if there is any way to incorporate them into my model if I'm rendering with Marmoset toolbag?
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Old 20-07-2011, 04:51 AM   #32
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Don't know, I never use the marmoset toolbag, sorry :-\. I'm sure someone else can answer that better than I can
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Old 20-07-2011, 12:13 PM   #33
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Marmoset automatically sets up an environment so your high specular should pick up the hints of that environment.
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GreatKaiune3D! Thank you:
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Old 25-07-2011, 01:21 AM   #34
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Texture and material work nearing completion, some optimization still necessary. Also, some basic posing as you can see

All crits are welcome.
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Old 25-07-2011, 02:23 AM   #35
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Looking better. I still don't get what I'm looking at with the hip area though.

Also maybe add a bit of fraying around the rips in the cloth
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Old 25-07-2011, 11:41 AM   #36
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I think you could get some more variations in your texture. Right now, I understand the color more like a paint job. What I mean is that you have got a lot of screws and button like detail in there that could use some more attention. I think these details get kind of lost right now. Also, I think it looks too new,like a machine that just got out of the factory, brand new. You know what I mean?

Have a look at this weapon (just an example): http://skins.thanez.net/aks74u/render.jpg
It has a some scratches and variations in the textures. May be this could give your model an additional touch. Keep it up!
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Old 25-07-2011, 03:05 PM   #37
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Nice job dude. But, since there are a few days left, might I suggest you reading --this tutorial--, to get more 'oomph' into your character.
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Old 25-07-2011, 05:16 PM   #38
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nice one! i think there's only one thing you should pay more attention to: the functionality.
i like your desing, how it looks new and interesting, the only thing i miss is that i can't clearly understand the funtionality of everything (e.g.: some wires go inside other surfaces without any transition like some screws or a tube end or something)
and same goes to texturing, just think about where would this armor go worn and scratchy if it existed (at outer corners and more dirt at the legs etc. ) now it seems sterile
(TekNeek gave a nice texturing tutorial!)
i hope i was not rude, was only trying to give you some tips how to take it to the next level keep up the great work!
and i can't see Ambient Occlusion baked from your high poly model, that would help much to understand forms much better.
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Old 28-07-2011, 06:02 PM   #39
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Thank you all so much for the critiques, they were very helpful. This image is the first grunge pass, just overall dirtiness. No actual grunge detailing has been done yet, except for very few areas. Thanks!
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