First initial polish pass of run cycle: Moving, game camera angle: https://vimeo.com/243297266 Still, front View: https://vimeo.com/243297871 Still, Side View: https://vimeo.com/243298335
Great improvement on the eyes and the mouth, but the side of the head view looks strange, exspecially the hair on here forehead is too flat. Hmm not sure what is is exactly, because all the other views look fine
As far as I know the Unity Web Player works just fine (using FF) and never had issues with that. Here are some Pro's and Con's + it's pretty easy to setup (just some code to rotate your model, or some more work to rotate it via mouse drag) + import model, tweak some shaders, place light, etc. all basic stuff and pretty…
Didn't SouL do this model a while back, in low-poly? Crash: HAHAHA I KNOW WHICH HAIR PHOTO YOU USED I don't like the way the body armour (armour? vest top? what is she wearing over that shirt, exactly?) It's like it's baggy around the breast area then really tight around the waist, looks very unrealistic. Either bring the…
Hello! Modeled in Blender , Render in cycles, post Blender ,photoshop. A nice mix between almost medieval classic architecture and modern engineering. view 3D: https://sketchfab.com/models/14881f16e96c44ef8e4a4410bbfd3d2e Download the Model TowerBridge: http://www.blendswap.com/blends/view/75786 Reference: Hope you like it…
Started my orthographic views today and this is as far as i could get. I'm hoping to get the other views of the armour pieces done and draw in some rough topology lines to model to for monday when i start making the base mesh.
thanks guys Swizzle: thank you for the input . i`m planning on making the front part that goes over the eyes to be able to be clicked upwards . the idea behind it is that it enhances vision and is able to transfer a view from the vehicles point of view to the rider.
This is really pretty, love the front view. I think she looks a tad wonky from the side, the face is a bit long and her chest is comming out a bit to much. it almost feels like you stretched the model in the side view.
It depends on the game of course, but for a sight you'll zoom in real close to in a iron-sights view, 1000-2500 tris is pretty common. The rearmost area could stand to have some subtle bevels there, so its not so jagged in FPV view.
Hey Teddy, got a slight problem with the view cube in CS5. When NDo2 opens, the view cube appears in the middle of the screen, with a shadow of the cube off towards the right. Heres a screen grab. Im running dual displays, if thats relevant.