Thanks SupRore! I realy fail... not searching the forum itself *facepalm*. Sorry bout that. I found another, simple enougth, tutorial http://plissken.fatalunity.com/tutorials/subdiv/step3.html I would reproduce it to this result... ... but isn't that a bit cheap?
*Facepalm* xD I guess I didn't read all the way through. I had to rush out to get chicken. Got myself 25 kilos of chicken breasts on sale. I am good for the next month here. xD
Oh my god hahaha. If your ability to get work done depends on understanding language X then it's not a "plus"! *facepalm* This briefing style doesn't make concept artists happy either. There's exploratory conceptual art and there's this. The key difference is that one of them still has a clear direction.
Aaaand apparently I'm an idiot. Problem solved; all that happened was my particle system was on one layer, the particles somehow appeared on another, and the one that controlled whether it got rendered was hidden. *facepalm* I'll leave this here in case anyone else has the same problem though.
I agree about the lack of personality. And right now I'm facepalming because I was trying to think of what exactly that thing around his neck was, anyway, and I realized DUH; it's a big bandanna. So it still needs work. More work is what I'll give it.
I played for a few days before realising I could double-click on my pack and open it for more slots <facepalm>. Just managed to meet up with my friend last time I played then we had to log. Should be crazy from there. PS. Awesome Adam :)
#facepalm why would an entire studio go OSX only? smh... Almost EVERYTHING in CGI starts out WINDOWS BASED... Horrible limitation they have bestowed on you guys... Better masking selections like in Mari and the ability to paint directly on the mesh hopefully in that beautiful render screen.
The annoying thing is that the few arguing for ASD and hating on QWER used the "my fingers cant reach"/"its too far" argument. *insert facepalm* I cant help but question if the slow development/lack of interest in more UI developers is done by design...or maybe they are just too jaded at this point.
You'd think I'd learn that tutorials are generally incorrect. Unfortunately I followed a tutorial on how to unwrap in 3ds max and it said to use mesh selects and uvw map modifiers, when you could actually just do it all inside the unwrap uvw... facepalm.
We're supposed to judge proportions from screenshots of the USER viewport? Use Perspective man =\ I sense facepalm gifs incoming. e/ your barrel length is outrageously long considering how short your foregrip is. That just looks all kinds of wrong :s