Definitely looks better overall. I think the problem with the hips are mostly the curve it creates from the front view, 3/4 and side looks fine. I get that you want her to look curvy but make the thighs thick then, not the hips. this is how my brain is interpenetrating the front view atm, and it looks borderline comical.
Is that profile view ortho or perspective? I ask because he seems to have a limp. It could be a perspective issue or you may need to check your key symmetry. He seems to get more rise (most evident in the head) from his left leg. Just looked again and it's evident in the front view too.
A minor note for future weapons, the bullet is typically copper-clad as opposed to the brass of the shell casing. The third image is an unflattering view of the weapon; it emphasizes the polygonal nature of the foregrip, something which wouldn't be noticed in the first-person view or even in any of the other close-up…
Looking better, mabye a snapshot of the angle the player is going to view it from? I was going to suggest fixing the uv's form where ever your player is going to view it from by stiching the islands together at those edges, such as the top and sides, the other thing was the texture looked a bit weired in the first pic. The…
The first error is harmless and can be ignored. The selected region thing typically shows up when clicking into the render view window, maybe with a tiny drag. Try dragging a region out in the render view, then single clicking again to clear the red box you just drew. Also, did you instance the second spot light?
I like it! I like the idea, though, of viewing from the outside in. Mainly because then we could view the contribution from a full 360 degrees. So you could do up/down snap (hitting UP goes up a floor exactly, DOWN goes down exactly) and panning left/right is more analog.
QFT, which is why i'm glad the threads don't have view counts either as a lot of people will only check out high view count threads for mere glance. I've always only posted to provide/receive C&C and robbing any of that would pull PC away from our already unique community.
OK, jog cycle update. Looking better I think, but I'm still working on it. Any crits will help. I think it's too jittery, going to try to smooth it out some. Ideas? [ame] http://www.youtube.com/watch?v=CS5R5sX5tqY&feature=channel[/ame] Thanks, Brad. Side view for your viewing pleasure. ^^^
I noticed that I can't use F4 anymore to toggle hide/view edges on an *active* model. You now have to de-select the model in order to toggle hide/view of the edges. Is there any way/setting that I can make it so I can use F4 to toggle the edges while I STILL have the object selected? Thanks! :)
Hi! Is there anyway to view my vertex colors in high quality rendering in maya 8.5? I can see my vertex colors multiplying on my diffuse texture and it looks fine, but when i turn on high quality rendering to see it with my normalmap, it gets all messy. How is it possible to view both vertex colors and normalmaps in maya?