Great set! Not sure on the chest though, it seems really big and clunky. There are a few birds without animations in-game already but they are much smaller and less noticeable. Yours will definately need some animations. I wanna point out that there are already a pegleg and hook in-game, but i suppose yours are different…
yeah I think you are close with the door frame iron, just needs more finesse. check out this reference for some ideas for further defining the iron material and edges or wear and age. https://c1.staticflickr.com/7/6150/5922863412_29d1ec942d_z.jpg…
For facial animation you're going to want more edges around the mouth and more for the eyes. As far as the facial structure, you're missing the jaw definition - you've still got functionally a sphere, whereas with the cheeks in both anime model examples plus the original drawing for megaman they have something of a…
I definately think you need to sort your RAM situation out... That s a dual channel board and you are running maybe a matched pair, a separate stick of the same 2Gb of RAM and then the 1Gb. Mis matched RAM can be a cause of crashes. What exactly is the RAM you bought?... did you buy the 6gb at the same time or separately?…
the chimp is definately missing some of the attitude of the original concept. There's a lot of weight and intent in the way that he's posed in the original, and I think it adds a lot to the piece. In yours he's kinda just sitting there like "whatever" In the original he's like "Im gonna fuck some shit up" Also the big bot…
Looking good so far man, the likeness in the shape of the eys is great and the fae shape seems pretty accurate. All Id say is start defining hos bone structure a bit more and the mouth/nose need some work, dont be afraid to go a little over the top with features, as long as theyre accurate theyll look great. This might be…
Hello again, here is an update of the work on the knife. i restarted the texturing process to define more of the shape of the blade and to give more differentiation between each section.Thanks seandxyz for the feedback on the poly situation! I have also reworked some of the geo to make it more low poly. I am still in the…
hi @Sunray I would hide everything but the face and really work the forms, gather tons of reference, the eyes seem a bit small, so does mouth. Overall your face is really soft and mushy, try to define the planes of the face, i struggle with this my self but the more reference you gather the better i did a quick draw over…
That totally depends on the topology and bone counts that are allowed. Like Bardler pointed out twist bones are pretty common, especially down the forearms. The bicep bones seem to becoming a little more action. Are you having trouble defining the elbow? Because there is a lot you can do with topology and weighting with…
Hey, this is looking pretty good, my biggest issue here is the blade material. It looks like you have a lot of variance in the spec map but very little in the gloss. Most of the detail for a material like this will come from the gloss map, while the spec should be fairly even. The interesting detail and variation there is…