lol at the pics.
Wait a sec, did you use outer glow in the blending options? That can add a nice little glow to the lights to make it look like they are actually on. Also, render it so it looks cooler.
lol at the pics.
Wait a sec, did you use outer glow in the blending options? That can add a nice little glow to the lights to make it look like they are actually on. Also, render it so it looks cooler.
The texture looks more human than forerunner. Like veex said, those shapes aren't bold enough to justify a forerunner look. You collection of different colours and metals looks like something you would see in outskirts. Details of dirt and rust (I assume it's rust, that's how it looks) are not characteristic of forerunner textures, and even shapes alone give it away. The black lines leading to the lights remind me of hazard strips found in human architecture as well. Speaking of the lights, a lighter colour would do nicely and you could even add little highlights of blue light to the edges surrounding the lights. If you do that, don't forget to add the highlights to your multi if you plan on having the lights pulse. Another thing: don't rely so much on the drop shadows for depth. I think what you'll find works better is a bevelled look. Bevelling using the layer style isn't a bad way to block out the shading. You would then add your highlights and scratches to the edges where applicable. Scratches are hard to do well when you're using a mouse. I'd try playing with the brush presets and making a brush that can nail the look you want with the scratches.
Ew a Raven. :x
Funny you say that. Ran into this problem while trying to make the cockpit armor, made a cock instead.
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looks like someone took a pencil sharpener to that dick.
The control seat seems too far away from the control panels :P
There is no seat, that's just a posed character for scale.
You and your mechs....
<3
I made a quick flashlight.
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