I started to retopologizing the scene. I'd like to ask your opinion about the wireframes, Especially the trousers. I want to make it low poly as possible with well-defined traces of the wrinkles. What do you think is this topology on the trousers is acceptable?
Good point about the too clean part. I usually add dirt as the last stage and I ran out of time :) . I'm definitly going to add dirt on the gloves though, they need a lot more defining anyway. Thanks for the tip!
And the more I look at it, the more I want to redo it but I want to get through at least learning how to clearly define his features first so when I get passed that, I'll redo it to what I really intended. ^^;
yea think top of the nose could be alil narrower and head slimmer/taller.. the brows could be alil more defined should help shape the eye... apart from that nice so far!... concept is sick cant wait to see this finished!
The broken glass right now just doesn't have enough geo definition. It's very cartoonish in how it's broken. Don't be afraid to use more geometry to better define it. Either that or just use a texture w/alpha like Leo suggests.
Thank you very much for the tips. I didn't know it was better to have the called function inside the rollout's scope. "selection.count == 1" is more comprehensive than what I had. and I'll make sure not to only define controllers. :thumbup:
Ok for the sound. I noticed you didn't have the sound defined as "Ambient" in the browser window, UDK won't play it properly otherwise. Right click the CUE and go to Sound Classes:Master>SFX>Ambient. I can't test at the moment. But do that.
dirt and scratches define the shape of an object, atleast the ones at the corners/borders Like drybrushing is used in miniature painting or similar objects, it gives shape to a form which does not have enough definition in the physical shape itself to look like it should
i fixed it in the end by creating separate pillar models because in the beginning everything was one piece including the pillar but its ok now any idea how i can get decently defined shadows because there is not too much info on it?
Great work, Ferg! Love the styl and execution so far! My only nitpick would be that the hipbones are a bit too sharply defined, it kinda breaks with the rest of the model that is pretty fluent in it's shapes. Also, costume variation nr2. Asymmetry for the win. :)