This is a fun walk. It's also pretty different from my style so I'll try to critique and just take whatever is useful. * From the side, the spine feels very stiff. f170 has about the same curve in the back as f179. 179 is an awesome pose, but it doesn't stick out as much as it should because it has nothing to contrast…
Script! You will need to make sure your houses pivots are at their base. i can give you a script for that if need be. I made the script only position the house not change their orientation to fit the terrain, I can do that too, but it struck me as a dumb idea. If you find the houses are not fully bedded into the ground…
I feel like the proportions are off. When I saw him my first reaction was "wow he's got short legs" Generally speaking you'd want the crotch to be about the halfway point but here it's more at the 2/3 mark which makes for a very disproportionate figure. It might partly have to do with the angle you rendered him from but…
Hey, I'm using ver 1.8. What I mean by reduced resolution is the working resolution in the base creator panel. Issue #1 When I set the work resolution percentage low and then use the export function it saves out the working res rather than the full res. Issue #2 When I hit the export button it brings up the photoshop save…
Bodypaint can go either way. Funny enough, I started using Bodypaint precisely because it had 2D projection mode. I find that "true" 3D painting doesn't really work for me. The brush skipping across seams is a pain. Also painting very low resolution textures (like 128 or 256) with actual 3D painting is a pain in the ass,…
Game is hard on forums, but i think you got some really good feedback on other things besides your actual model a good concept artists is really hard to find with free time, same as modelers, animators... my suggestion would be to get a guy trying to improve the skills like you and you both learn together. or you can try…
next gen gaming, yes. But still in next gen gaming we cant go "crazy" with textures. In Reach, there were a few assets that got crunched down to a 256 or 128 texture that were half the size of the player. Its really tough, but the assets themselves decide the final texture size. Are they hero objects? or ambient filler?…
Ah i forgot to mention that this is my ui i am playing with: import maya.cmds as cmdsmyWindow = cmds.window ( title="Ben Cottage Modelling Script - ALPHA", toolbox=2, widthHeight=(218, 800) )if (cmds.window("myWindows", exists=True)):cmds.deleteUI("myWindows")scrollLayout = cmds.scrollLayout(…
I think that will give you horrible results if you're planning on baking it but only testing it will tell. Max runs better if they're all separate objects, it can only degrade the visuals of the scene on a per object basis when it starts to have trouble few objects to degrade the more it trouble it has.…
You could create 5 different textures for the same building blocks but if you only changed the texture of near identical looking buildings it's gonna be noticeable. The bottom line is you want a set of modular pieces which can be combined in a variety of ways to produce noticeably different buildings and structures. On top…