eld is hardly splitting hairs, you can make a game with next to no artwork in it whatsoever.. Kind of indicates there's a lot more to it than 3d modelling, which is what I understood the initial sentiment was about. It bears repeating!
As mentioned before much of this is in progress, this is just an initial poly paint. all input is greatly desired and appreciated, after all we are all on the trip to self improvement, thank you so much for your comments and review.
I always knew Clockwerk was german. Nobody else initiates that fast. I really love that concept, though I can't help but wonder why he would need a safety buoy strapped to his back :)
nah, black hair isn't emo, its the style that it was in the in original screenshot that was released months ago. the loapy comb over look. Loooking at the newest stuff, it has changed a good bit from the initial, its not as bad as it was.
So you don't think a woman carrying a child away from the fire, covering her mouth makes this more dramatic? Initially I thought it was fake, but I'm beginning to think more that it's just poorly 'enhanced'.
It's definitely not in the lightmap. The overlapping faces are moved outside the 0-1 I will try re-baking them again with different smoothing groups. Pretty sure I did that initially, but I'll give it another go round.
I agree. Some goods points were made by others. I think we can all understand that progress can be made by peronal insights and personal responsibility but that it will not be created by an initiative like Buy nothing day.
Care to show some wires while you're at it? As for the initial impression, the smoothing groups don't look too bad but because there's no reflection or anything on it it is hard to say with the crimson red paint. Edit: Now I see it, nvm.
It was ok. Something I initially enjoyed, but its one of those movies that after looking back on, I realize I wouldn't want to see it again. Still, it was fine while it lasted. And it has a catchy song as well.
I wonder if they get around the issue of subdivided UVs creating gaps/seams? I imagine you would want the UVs to be subdivided along with the mesh, but that means they're going to pull away from their initial corners.