holy cow you're right! lol. i hadnt looked at it when i read your first comment, but i knew what you were talking about. i did end up going back and making it smaller but that was after i took those screens. XD i will update them later today. thanks
@MarcoSkoog I don't want to project my own experience too much, but I went through something very similar as an artist. My work was very smudgy and "soft". It was entirely a confidence thing. I remember one of those similar conversations distinctly and as daunting as it was to make a drastic change, I now am very thankful…
This is looking pretty nice, but the face could use a little more work. I don't know how closely you were planning on sticking to the illustration, but there's a gauntness to it right now that doesn't quite match with the rest of her body for me. I also think it would be worth the extra polygons to give the wings thickness…
There was a documentary a few days ago on channel 4, which featured lots of footage that hadnt been seen before, like home videos of people walking about and watching the towers come down and this huge cloud engulfing everthing. It bought home a bit to people that werent there what it might have been like, hard to describe.
Looked at the tutorials, and I gotta say the editor is nice and clean. I can't stand thousands of buttons and menus and shit like that. That's my problem with UnrealEd, it's just daunting to look at. It also seems to be fairly intuitive making stuff. I've yet to try it, but so far it seems to be a fusion of the best things…
I didn't really have a "look." I knew I wanted him to be a bit rough around the edges, and somewhat gaunt, so I guess you could say it's a bit like Clint Eastwood. I just arrived home, so I'm about to dig in and start fixing things. Thanks again for your help.
the place where his thumb connects to his hand looks funny, it looks like the thumb was glued over the muscle rather than connecting to it. his face, especially with the glasses, looks more like an officer than a grunt, maybe make him look more tired and gaunt and possibly make his glasses crooked
TT subforums is a great idea, those megathreads are a bit daunting. Another solution could be when a question is answered, the polycount wiki could be updated under the page of that program's Q&A's. Probably takes too much work, but it would be nicely organized, and would eliminate a lot of those same questions that are…
Thanks for the comment. Rite now the gameplay is focused on simple multiplayer time trials and vs. mode intel grabbing, so i havnt really even thought about combat. I'm no programmer tho, so this is a learning process, the ease of unity definitely helps. So far i've got quite a few features working
tried messing around with the scale parameter but the results are too trial and error for my taste. Solution: import full scale human from source and adjust manually for reference, oh well. after all this crap i'm starting to feel like a genius, i havnt done this much text edditing since highschool programming