Thanks guys, especially to everyone that replied to my survey :) I've now got over 60 replies, so that's good for me to start analysis on the results and to draw conclusions from with a reasonable margin of error/confidence level. Many thanks! So... that's the documentation bit out of the way for now... so now I'm thinking…
Overall, it's nice, but it lack of punch. I defenitely think that a scene of that kind need to be more localized. What I mean is for the moment, your arena fight looks in the middle of nowhere...floating in the sky. An EPIC background is needed to make your scene more valuable...some fantasy mountains covering up this big…
Awesome! I love the 'high in the clouds' feel you've given the level. This map would work great as a CTF map (if flags can go through teleports, I can't remember), maybe with an few aircraft as well. Maybe keep the bridges in a 'broken' state with jump pads between the broken sections? You might want to increase the…
One thing to keep in mind is slow doesn't always mean heavy. The Ogre should accelerate downward on each step because of the his weight, followed by some overlap on the spine and head coming down. Right now, his toes slowly plant too, which makes him look lite. I also think he could move side to side a lot more too. He…
Hello everyone, In my first attempt at baking a normal map from a high poly source (as opposed to converting 2D height maps to normals), I sculpted a basic rock in Mudbox; nothing fancy. I saved out the high poly mesh as an obj to use in Topogun where I created the low poly mesh and from there, imported the high poly and…
Hello, I meet a problem that I'm unable to solve. I'm making simple beam and using some bevels on the edge to soften a bit the geometry. When I'm trying to tweak the normals to fix the shading, some are correctly done like I want and some other don't. They seems to have no reasons to behave like this. My current workflow…
Scott: thanks man, aye the waist could maybe be thinner but as Rick says it depends on who's drawing him. I'll try it and see if it looks better steady you cock! oh it doesn't quite work the same rick: thanks, if you see anything that looks like it could still do with attention let me know, as I want to get it just right…
Im doing my best to learn maya at work and Ive hit some walls. I really didnt want to do this but I would like to use this thread to ask my questions rather than litter polycount with random issues. First thing to note is that I have been reading a lot of the other threads on here asking for maya help etc so Im not being…
Here we go again, been a while since I did an environment and it's time to jump back into it while I'm between art tests. That said, I'm a bit burned out so just a little progress today with some concept work. 3d scene is going to take a bit of UDK, tons of zbrush. Minimal 3ds max and photoshop use as the main goal is to…
Update time! :) Thanks again for the feedback earlier, especially the note about establishing clear player-height shots and locking in a few main compositions before pushing the vertical layering further. That helped, so here are those POV angles as requested. I have continued refining the blockout, focusing on: *…