Good progress so far. One thing to do when your hair is all setup is to transfer your normals from the character head to your hair cards to get rid of the poly strip look: Step 14 here talk about it: http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
thanks for the constructive feedback. Which gray red character are you talking about? Do you mean the more cartoonish guy? Personly I dont really like the character my self. But it has played in a big video clip. So I thought it may help if people regonize it. But if it is my weakest work i think its best to remove it.
@EminentSun Thanks ( ^▽^)/ And ya that hierarchy, was totally not designed to be easily understood for anyone outside of the original team who created it. Especially how scripts/components they use to control the scene with are linked together; don't get me started on that ╮ (•˘︿ ˘• ) ╭ but... I should not be one to talk,…
Hey! They're all looking good:) If they're for the player character I'd perhaps tweak some on the shoot animation. Seeing how it is a bit to slow and unresponsive. Take a look at this GDC talk and see if you can implement the LoL-tip for responsive anims. (go to 03:30 / "Trick 2 - Responsive Anims"…
Hey Becca nice work! I think something that could help some of your pieces is some larger form changes. Try using a very large airbrush on a multiply layer on for large shapes to frame the focal point. I did a quick paintover of what im talking about, its messy but I hope it help show my point :)
Is there any protection to prevent this from getting abused? I'm talking about the -10 point abuse thing, do moderators still see it in their queue but the post is just deleted or do the post get completely deleted? The latter seems really easy to abuse. -5 points simply means one of the moderators will look it over or…
Strange considering Feng Zhu talks about the importance of expanding your visual library by doing things outside of work. https://www.youtube.com/watch?v=dnflBERf2zM He emphasizes the importance of reading, nature, travel, etc. for a concept artist. Kind of hard to come up with original ideas when your head is full of…
" so that I can hard weight the pieces to their own joints, " are you talking about the parent constraint weighting or actually binding the joints to the mesh? When I used to do it I literally just did a parent constraint, and I guess orient constraint and then ran the sim. The joints then drove another set of meshes…
That's very arbitrary, given Polycount as a whole is an art website. Any information posted in one section can still be applicable to another, because they're all connected to the fundamentals in one way or another. But you can still use technical talk to ask lighting or perspective questions. It might say software, but…
can you guys talk a little bit about the process that you go through. For example on the textures for the walls, do you use substance or actually grab real photos? Also on the characters, is it zbrush(model) , retopologise in max and texture in substance? Also for the characters, do you start with a base model and use that…