Well I read what you guys said earlier about locations of color and all, the 3 heads on the bottom are supposed to be dead so I had a color chart of a zombie picture I found. well heres where horus is at now
LoL Anim Rules: - Cannot move and use ability/attacks. - Attacks must come out quickly to be responsive; so back-load your anims (short anticipation, long follow-through/settle). You can indulge longer follow-through/settle because the attacks would be cancel-able in-game during the settle or return-to-idle. - Strong…
The City of Angels is now the city of the undead. And so we need you to lead our art team as they create the sun soaked backdrop to a full scale zombie apocalypse set across the iconic Californian city for the next instalment in the world renowned Dead Island franchise. This is a fantastic opportunity for you to further…
Just a heads up:) Sectaurs, myself and Meisse played a lunch. Was a blast! I loved when one of us would try to heal a team mate then hit the wrong key and BOOM dead. The game is definitely worth picking up. $10 is a steal. B
Edit: Okay, never mind since reading the rules again I saw it said it needs to be set too public so I changed it real quick. At least frosted ultra detail says its thickness is okay. Hello, well this is my entry for the contest. I'm still a beginner, so I thought maybe this would be good practice, plus I really like Dota…
I woke to pitch black darkness and intense chest pain. Did I just hear something!? Is there something here in the darkness with me!? No... just my own heart beating. I start breathing again... whew... I'm feeling cold, feels like a fever, I hope it's just been from sleeping on the cold concrete floor. Oww! more pain...…
thanks so much for feedback man!. I have only just brought this into zbrush, so its in really early stages, but im leaning alot more to a more realistic (yet still stylised) skull. the reason for this was that the skin and head are both green, yet there is no skin on the head, concept fail >.>. so texturing like you said…
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…
Hi! Very helpful to have those references. I would say in both of those images the corridor leads towards a more open room, with light coming in from above. This gives some focal points and makes corridor detail silhouette against that lit area. I don't know do this best in Unreal, from what I remember there are quite a…
He is cool, VERY cool! Nice texture work, good use of space when you unwrapped. Great way to giving more important areas of the model bigger texture space. I would say this is up to industry standards EASY! Now for the crits: (I only mention them to make it better) -Design Flaws- - The second mask strop shoul go above the…