I think some of the maps have very obvious choke points but I do agree with the whole roof access thing. There are a lot of games where even when the enemy team is losing theyll still crawl themselves to the roof and try to get some kills. Still, if you play the game on Domination youll learn that there are most definately…
In Maya and Zbrush the Normalmap looks fine in my XNA - Applikation there are parts mirrored: //Deklaration und Initialisierung#define MaxBones 59 //setzt die Maximale Anzahl der verwendeten Bones festfloat4x4 Bones[MaxBones];float4x4 View;float4x4 Projection;float3 lightDir1 = float3(1,1,1);float3 lightDir2 =…
While im bitching about the character art: AM I THE ONLY ONE THIS BOTHERED: http://cgtextures.com/login.php?&texid=22561&destination=texview.php?id=22561&PHPSESSID=d168880ecae15ba856db65ffe56efaf5 http://fc06.deviantart.net/fs48/f/2009/220/b/8/Killer_Croc_Batman_Arkham_Asyl_by_dok_k.jpg ? i mean the game was overall…
I actually thought you were a professional by your artistic standards and your attitude Deep Lab is my fav of your pieces in this post. And I'll just add to what the others also are saying: it is only a matter of time 'till you're in that industry-wagon. Keep it up cholden, and happy b-day yesterday.
I'm not totally sure but I have a feeling that could cause problems with shadows. B could cast unwanted shadows on A. Here's another version. Not a complete one but you get the picture :) This time I reused much more the same texture space on the windows. I'm not sure which plan is better. Any suggestions?
Yeah, this beta is almost entirely bug fixes. From what I hear, it's a feature freeze right now until as many bugs as possible get sorted. Edit: here's some nice visual info on the handling of bugs: http://www.letworyinteractive.com/b/2010/09/blender-foundation-status-update-week-36/
So here is a basic blocking) It took me tons of time! I hope the next step will be finished quicker. As I mentioned earlier this character combines animal nature and qualities of warrior and that's what I based the idea of movement cycle on. At the next step I will polish up a few things and add secondary actions B)
nice work, while I am not fond of the all visual editors for doing stuff like a*b, but anyway, my main suggestion would be ICONS! or at least user colors for nodes or so. e.g it would be much faster to differentiate between "incoming data" (textures, uv coords...) and "outgoing data" (nodes that only have inputs)
ZBrush's Shadowbox may work. If you load in the B and R as mask alphas you can get it to project the proper topology. Here's a quick sketch I drew out by hand. Took 30 seconds: With a higher resolution and actual alpha usage, the result should be less rounded and much closer to what you are looking for.
Here are the best anatomy books in my opinion: Eliot Goldfinger - Human Anatomy for Artists Stephen Rogers Peck - Atlas of Human Anatomy for the Artist Gottfried Bammes - Die Gestalt des Menschen George b. Bridgman - Complete guide to drawing from life + Michael Hampton- Figure Drawing - Design and Invention *good…