Sorry that my comment is a little late, but it seems your character's neck (placement) is throwing him off balance. Your character's throat starts behind his ear, which isn't exactly anatomically correct. Pulling his head back would solve a balance issue as well. He is tilting forward. This is the project that I am working…
Thanks guys for your crts and support. merecraft: you are right, I thinned it a bit, I will post when I have other progress. dejawolf: I checked some human body anatomy but my concern is: would the legs' bend show under those large pants? For the lower chest you are definitely right, I really need to make it look less…
I love the white tubes on his back, but why don't they cast light all over the back of his helmet and his shoulders? I'm assuming you made them full bright but didn't put a light source in the middle of them to emulate their light emmitence? That's my first suggestion. I like the design, but it feels very vanilla in…
I'd be more concerned about polishing this up to be honest. It's not bad by any stretch but there are a handful of schoolboy errors that could be fairly quickly resolved and make the piece a lot more hire-worthy The scene is hard to read in most of your images because it's basically got layers of noise at various scales…
Is there a way to change the order/numbering of splines within an Editable Spline object in Max to get them to work properly with the CrossSection modifier after attaching other Editable Spline objects? What I'm trying to do is connect several sets of ES objects that were made with the Advanced Painter toothpaste script.…
Hey, I am currently working on a F-Zero/Wipeout style game using Unity3D and i am in need of Artists and designers to help create vehicles and environments. For those unfamiliar with those games its a futuristic fast paced racing game involving hover 'jet' powered vehicles. My code is quite flexible and without going into…
First let me say I am no expert in unread ed, actually at this point I hate it actually but I have to use it so I am stuck Anyway I am having a normal problem that when I fix it it causes another problem I import this model made in Maya to the level I noticed this normal problem so I removed it, went into Maya, selected…
Inspired by a thread in the UDK subforum here, I put together this little script to mimic a random flickering light like a nearly dead florescent tube. Looks pretty convincing with default values. It flickers about as much as it is steady. (Gif captures WAY more flicker than at full speed over time.. plus it doesn't loop…
Hi everyone, I'm new to Zbrush so any advice on making my first zbrush asset would be helpful. I'm trying to make a tileable rock wall for a game I'm working on. It's going to be seen from an RTS perspective, and it's supposed to loosely resemble slabs of shale. This is what I have so far: Not quite sure if there's enough…
Is it impossible to get okayish shoulder deformation with hard weights (one bone per vertex) with a low poly mesh? Characters are around 500 tris. Segmented bones, vertex morphing and excess amounts of bones can't be used as it's for mobile device with tens of characters. My problem is the motion where arm is raised above…