View Full Version : inspired by hawkprey and bengal..
JoShuA
September 2nd, 2003, 02:39 PM
here's my feeble attempt at incorporating some Hawkprey eque armor onto a Bengal ish girl.
I just trying to work on my painting, umm, it seems finished. but I know it could be cooler.
cc needed. tell me what you think please.
thanks.
joshhttp://images.deviantart.com/i/2003/36/1/9/katana187.jpg
thomasaurus
September 2nd, 2003, 02:46 PM
devart caught you, so no hotlinking from them. I copy-paste'ed to get the image
Some crits: Watch your line weight, some parts get lost in the others. Also its hard to see a primary lightsource.
I do like the armor around the neck.
JoShuA
September 2nd, 2003, 02:55 PM
line weight was something that was definitely on my mind while inking. What is the rule on line weight? exactly?:confused:
JoShuA
September 2nd, 2003, 03:30 PM
incase you get a red x.... this should work now...http://images.customize.org/category/ss/katana1871-0_full.gif
EVIL
September 2nd, 2003, 03:41 PM
looking great! this should make a great Q3 model
JoShuA
September 2nd, 2003, 03:52 PM
Ive always wondered,
what exactly is the difference between a Unreal tournament style and a quake style? they seem the same to me.
and does any one know anything about proper line weight? Cause Id really like to learn.
c0g
September 3rd, 2003, 02:49 PM
Quake and Unreal do have simular styles... Quake is a little dirtier, a little darker, etc. Also, to date, the latest release of quake has a much lower polycount and it's graphics aren't as good as the latest release of Unreal Tournament. That should all change with the release of the new quake. Anyway I think He was just saying it would be a cool model to see jumping around the arena.
As far as line weight goes my take on it is that if the area is in shadow the line is thicker and if the area is in light the line is thinner. i could be wrong, but that is how I vary my line weight. I'm more a 3D guy so maybe someone will jump in and correct me if need be?
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