I'm afraid they still have teeth and clout. Consider this as the opening salvo against the "liberal media" specifically the Pulbic Broadcasting act of 1967. Come next congressional cycle they'll be debating deep and meaningful cuts to the government. First on the chopping block? Corporation for Public Broadcasting, PBS,…
okay don't have a ton of time, but besides the stuff i already stated and i feel like is super important with cel shaded content. there are some things i would tweak. i think the arm anatomy,and especially this super curvy rubber hand do not work. i think before you chisel in the muscles as you did on the chest, the basic…
Hello Polycount, I have very busy the past few months after I finished my last model. Stylized Axe. (I modeled, textured, and rendered it. Not my concept) Sketchfab https://sketchfab.com/models/50bf79208bbe4e2cb459833af77ab255 model I started a Scifi briefcase HP before starting this class to get my modeling skills up…
Hey there, I've been here a while mainly lurking but I do occasionally post to help or show work. I've been working on my portfolio as of late and been trying to really push the bar when it comes to area's I can be hired in and also just overall quality. I'm trying to get hired as a prop/weapons/hardsurface/env artist. (I…
Oh wow okay that makes a lot of sense tbh. I'm definitely starting to see your point now. However, some of my edges on the HP are already pushed to their max. By this I mean that I've loosened up the edge loops as much as I can without any of them intersecting one another. If I were to push some of them any further I'd get…
I have been really terrible about keeping my stuff updated on here. Things got hectic with the doing the dissertation. I have now, after lots of revision and help from someone at Unreal, managed to get that Assassins Creed style pushing aside the NPCs. I've used ray tracing to detect the proximity to the player as it is…
Hey @JohannesAg, things are looking nice (especially with that face sculpt)! I think it never hurts to push that high poly as far as you can, even if you don't end up using all of it. Better to do too much than too little, right? I understand the aim for a lower poly count, but I was wondering if you're planning on rigging…
This turned out pretty great! I think you could push the colors more: Looking at the image you posted and the one in the top right of your reference collage; things that stood out for me: * Your teeth are too white (missing that gradation from orangish yellow at the top around the gum line. * Your gums not as pronounced *…
1) look at where you are. (A) 2) look at where you want to be. (B) 3).....if they dont match up work on (X) 4) repeat till A equals B 5) find a new (B) higher up the foodchain and repeat steps 1-5 this is how it works for me (X) obviously is game art, but I find all the motivation I need right there......sometimes I see a…
I can just clarify it here, the attachment point names use the joint data that you define. So you dont need to go off making new attachment points or anything, you can simply use the joints in the rig. Just line up the names and you're good to go. And the hitboxes generate automatically when it compiles through the…