How many people would agree that you would love a game that looked as good as the above screenshots but did away with (sigh) guns and combat. Give me a spear, and a fishpole and let me go play an ultra relaxation, exploration "cast away" game.
It's a little rigid, the part I would definitely edit would be the torso and the arms movement. I thought at first the character was a robot but even that it shouldn't look like its walking like one, it gets stiff. Relaxing the arms a bit would be nice too.
hm...try to relax those parts , i do it in max and it works pretty well , i also dont worry much about the top of the head if it is skin etc, but f it needs mechanical or advance hair detail i would detach those parts.
The design is overall pretty nice, it's just the arms look a bit too tight and high for my liking. I'd say if you wanted lower the shoulders a bit to a more relaxed look and maybe extend the hands and elbows a bit as well. Anyway, keep it comin'!
Bicep should be relaxed in this pose thats why its more regular. But maybe the shape off. I will take your comment in mind with another project. Focused snowflakes looked worse in my opinion. Thank you for feedback and you too have great day.
- the hands dont looks relaxed an natural in their pose. The thumb seems erect o.0 - the body needs to force the legs and feet down during each step, try and create the appearance of weight throughout the torso. accentuate the general movements throughout, looks stiff overall.
Oh and I have relaxed UVs like 20 times, what I haven't done is a cage, I don't know to do one in 3ds Max, and I can't on Xnormal because the high poly is about 1,5 milion vertex and on DX9 the max is lower
Wow guys, this is incredible, thank you so much. I owe so much to the games art community (across the internet) but the feedback i have received here on polycount has been overwhelming. + Sigur Ros is incredible, has an awesome ability to relax me.
If you can do efficient art, you shouldn't have trouble scaling things upward. Unfortunately, doing good-looking but wasteful art does not mean you can be efficient, so keep that in mind. Relaxed constraints are not a reason to open the floodgates all of a sudden.
You could use the weight attribute on the constrain node. add another target(null) to the constraint with the jaw's position @ it's relaxed state. Keeping the weight attribute of that null target at 1... Lower the original weight to a value lower than 1 till the teeth no longer penetrate.