Spent about an hour on it so far.
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I can tell it's a mountain, what I can't tell is if its erupting or if those are just clouds pushing over it.
So far it looks very flat, before working that far into details you should set up realistic lighting. For example, the mountain is one shade of color, yet there are clouds flowing up, there should be heavy contrasts on it from the clouds covering patches from sunlight and from generally the ruggedness.
Also you can not tell the orientation of where you are in form of the mountain, like from the angle you are, you should see more the just one flat side of the mountain, and then also there usually isn't just one mountain in an area and trees generally still scatter up a bit pas the treeline, they don't just abruptly stop unless a fire or something has occurred.
looks way too flat, yeah.
would be better in an extreme panoramic, rather than portrait, so you could include more of the mountain range and add atmospheric depth.
Nice.
a small WIP i'm working on for a game a friend of mine is making.
(it involved robots)
this is just a blanc base for a robot, onto which modular attachments can be mounted.
(there's no tracks around the thing in this image, because i only build a small section of it, and then just tile that (works fine for a scrolling texture))
no need to bend that thing around the wheels when i only have to do that with the lowpoly
http://i623.photobucket.com/albums/t...ff/Rbase02.jpg
the plates mounted on the inside of the track bases are really only there to cover up the handle, since i'm baking those handles onto the flat side in the normalmap.
because i'm planning on mirorring the things, the handle would show on the inside too, which is what i didn't want, so i' simply added something there to cover it, so you don't see it (and don't notice the fact it's mirrored either)
I don't see anything technically wrong with it geometry-wise, but there is no context to the piece so it is somewhat hard to judge the model itself. Looks good, though.
ive been working on some fp hands for lulz. http://img87.imageshack.us/img87/1139/fparms.jpg
i know that it has some smoothing errors so far but i will fix later
Let's see your wireframe for that. Looks like you have some messed up topology.