This is just awesome, the model is super cool! Could we see some high polys? A few critiques: - Design wise, it doesn't say much of a bike feel to me, it took me a few seconds to see how this is ridden as such. Initially I read it as just a plane. I think this could totally be improved by taking the time to redo just the…
I disagree, r_fletch_r: it can be a super speedy way to do --certain-- things if you know what you're doing ...and it gets you a *pixel perfect* match for a diffuse(unlike a lot of the grayscale height-to-normal conversion tools, which create a halo). This makes it a perfect trick to use with a hand-painted diffuse.…
Aaaand, for the sake of my sanity, I want to say this is finished. However, I'm not really feeling the color schemes here (I ripped them from the last character I did in this 'series' since they're both intended to be 'NPC' archetypes), but she doesn't have the same civilian vibe so I'm going to go back and revise the…
OK solved it :smile: ...aaargh :smile: I was launching Photoshop as first, and then Quixel Suite afterwards.... If I run only Quixel Suite, PS will start automatically and all the issues I've addressed are gone :smile: , works perfectly :smile: . another solution if PS is already launched before quixel suite: just in…
Aaand I'm back! @Limewax, thanks for your honest feedback! I can see there are some holes in my animatic and I'm in the progress of figuring out how to resolve it. Anyways, so I'm gonna put the animatic on hold until I get some ideas on how to fix the problems. While we are waiting I've made my skull basemesh that I'm…
Aaaand there we go, I think that's alright! I ended up remaking a bit of it using the robot arm from MGS5 as reference, since my own design was a little bit lame, but I kept my own fingers. (I'm not really a designer type guy :sweat_smile: )