I believe the animation is processed in seconds out of your DCC app rather than in frames. I've just stuck with 30fps as it was usually sufficient for what I needed to animate. [big]HOWEVER[/big] Your animations playback in engine from 0-1 with your keyed positions at what is essentially a percentage of the overall…
I like your style, has this kind of sorrowful, feminine look. You have really nice variation of colour in the hair and the skin tone is fabulous <3 If you want some feedback, the shading on the ear looks flat, and those darker shadows make it only more visible. The folds should have more structure to them, compare it to a…
Did you use reference pictures for flat angles such as this one for example? The gun looks very lopsided and some sides are too thick, generally you want to set up multiple reference pictures for several orthographic views and either trace directly if you're making an exact copy of a real gun or use them as a general shape…
Hey Zombard Interesting colors. What's with the french and their pretty color schemes? :) The only thing is it would be nice to have more warm/cool play in between the lit/unlit sides. It doesn't have to be bold, just a touch of grey might do the job. If it's your first portrait, I'd suggest to find some reference to help…
I use Maxon BodyPaint 3d for painting so it is mostly in 3d space. I would go crazy painting it flat these days. For old school diffuse painting, I probably do at least 90% of the texture work in BodyPaint and the rest is adjustments/tricks in Photoshop. I recommend trying a 3d painting program if you haven't used one yet.…
You're looking for a checkbox that says "generate mapping coords" inside of Rendering in the spline menu. It also exists in sweep if your curious, pretty handy. Why they name things what they do is amazing sometimes... heh. Then set the spline to renderable, then setting it to rectangle. Probably apply an edit poly on top…
I'm pretty sure Kevin explained that they all use the same texture sheet and most where derived from the same flat wall mesh. Deforming a flat wall that is already unwrapped, you normally don't have to do too much to the UVs and all of the shapes in the example above appear to be using the same square texture. Where if you…
Hey there man :) I would agree on checking out andrew loomis books and maybe starting out with his head and hands book. He shows you how to draw the head in a pretty structured way in there and which you can then use as a base for drawing your own faces in the future. One other thing i notice is that some of the pictures…
The 'gradient' is the normal map attempting to compensate for the smoothing on the low poly - so if you have a giant smoothing error across a flat surface, the normal map will cancel this out to give the impression of a flat surface. This works as long as the tangent basis is synchronised between your generator and viewer.…
if you don't want the pinch,you have to close the edgeloops around the cylinder instead of collapsing them into triangles,most of the time.Collapsing stuff is ok when you have a flat surface & tris or ngons don't create any visible distortion since the surface is flat,totally not ok in this case. Also,quoting my last…