This one I've worked on for about 2 days. I might have added the hair prematurely but I couldn't resist. Speaking of, does anyone know if you can move the root of fiber meshes? Say, if I want to change the form of the head or chin and not have to redo it completely (although I still might, since it doesn't look quite…
the options i have are the default called :(root) i tried deleteting that, we dont need any name changes at all. i'd love to import a reference and have the name stay exactly the same. we have custom export tools and they're looking for specific text that we dont have once we reference our meshes. flipping nightmare.
Update 1 LP done, Texture is getting there. Spend alot of extra time on the HP. I know its not exactly like the concept. Thanks everyone for all the critiques thus far, and also for rooting me on after my "FML" moment from another artists high-poly. Looking forward to the new critiques. Rendered in marmoset, going to throw…
A horrible thing that happened today. However, Gun control is not the solution here. If a person has the intend to kill somebody he will. He can use a rock, a baseball bat, knifes or self made explosives whatever else to do just that. Banning/controlling guns will matters worse. Criminals will have no problem getting guns…
You have a decent start. However, I would suggest that you polish the root of your animation (in this case, the center of gravity, the pelvis) before you move onto anything else. In this case, the pelvis moves in a pretty linear way, and the recoil on landing impact looks pretty unnatural. Another thing that I'd point out…
1. Paint more (and getting better at it) 2. Keep sketching at lunchtime. 3. Hang out with Xavier, EQ, the Seans, and the rest of you wackos at GDC. 4. Meet Scott Homer in person. 5. Try to not look at Scott with sparkly man crush eyes while we have root beer floats. 6. Make some awesomer game art stuffs.
Really good start. I Love the lighting and shadows so far, and foliage in general. The tree kinda looks flat from the top though. Also the idea of having a statue head between the roots of the tree is awesome, I like how it looks on your references and in your sculpt. Are you going to sculpt the rocks and the tree? Anyway,…
Oh yea I see what you're thinking. In Max you can create mesh snap shots of the cloth sim at different points, then create morph targets (blend shapes in maya) to work around those little hick ups. I cover that in the write up also, because cloth sims never want to return to a root pose heh.
As far as using a last gen engine is concerned, I'm sure that the school could have the students purchase the 15 dollar Robo Blitz so that they could use a current gen albeit stripped down version of UE3 to do a mod. Not intending to derail the thread with talks of alternative engines just making the point that there are…
Another key think to consider when creating your joint chains is keeping them planar from root to tip. I've found IK behavior much more predictable when I follow that rule. There is some sacrifice, but since hinge joints don't usually twist the joint location doesn't have to be directly on top of the target, it can be to…