Hey ! After a bit of thought, I decided to not continue with the cat girl rig I made earlier. I decided to go with this new rig : A witch with a monstrous book that can eat people. (I'll call her "Definitely not Veigar") I plan to do a walk cycle and an ultimate move. Ultimate move : It's a two steps ultimate. After the…
Man, there is nothing extraordinary "going on here"... You are apparently new to workshop, you shouldnt complain about having negative votes here. It might be hard to face the fact that people didnt like your skin, but thats just how it is.. You can't succed with every single skin as you desire. But please stop blaming…
This reminds me of exercise. I go 3x a week, for 45 minutes each. I am consistent though, and I have seen some good results. When people imply I live at the gym, when I know they watch more than 3 hours of TV a week (sometimes a day) it just gives me eye strain from rolling my eyes so hard. The problem with this (very good…
"I'm not following a specific reference" You won't get it right if you don't do that, a lot of your muscle placement makes no sense and some basic human proportions are wrong. Also stay in lower subdivision. I find it easier to have the arms at 45°, it will stretch less and you get better tension in the back muscles and…
Grimm_Wrecking has the right idea. work just the gloss more if you don't want it worn down any more than it is now. those slight oily highlight warps are essential for making cleanish things. the wood is looking a lot better but along with more gloss work, properly representing how they made the wood parts for many of…
more pixels isn't going to solve this I'm afraid. I've tried with your meshes, and I've tried with my own and I think you're hitting the fundamental limit of what triplanar mapping can do - The blending is inherently crap when the surface is at or around 45 degrees from the projection axes, which happens at your nice edge…
To the $10/hour dude: Not sure I understand why you'd take low paying jobs for gaining experience? If you want to make great art for your portfolio just make stuff you're excited about. Don't make that random dumpster, barrel, or ten hairstyles that a client will most likely want. Future employers won't be impressed by a…
It depends on the project and resolution. The longest I've had for 15k poly characters is 3-4 weeks. I am working on 3-4k polys and 1024 textures at the moment and spend 2 weeks on them. 4-5 days for high poly, 1-2 days for low poly and uvs, 4 days for texturing and setting up in-game shaders. Usually a TD rigs the stuff.…
yeas i9-9900K, my bad( that would very powerful with an extra 9l) well intel turboboost kind of an official overclocking of the base speed from what I was reading elsewhere and as i mentioned it does go up to 4.68 GHz at 100 percent with turboboost on.( then back down to 3.6 Ghz as its idle) BUIT the fans go beserk trying…
I work 40 - 45 hours average. Then side projects when I come home or I keep researching stuff I came across work or play around with interesting problems. maybe 50 - 55 hours if that's counted in, but I like the fexibility of doing this extra work at home. That way I can take breaks, chat with my gf and do stuff at my own…