Hello fellow Polycounters, My name is Jason Stokes and I've been lurking around here for years. I wanted to share some of the work I've done on GuildWars 2 and also explain some of the process. I love the community here and I've learned quite a bit over the years so I figured I should probably start contributing :) I was…
Hey! Apologies for not getting back to you both more quickly, but I'm glad you've been able to get affirmation from the artist. Generally speaking, the primary goal of these challenges isn't to create a portfolio piece. Obviously, it's a positive experience to be able to display what you've done here, I totally understand…
Ok so the Quick: - HP is super tight loosen your edges a little so that your normals can actually work for you. Not just one pixel of bevel in the texture. -Textures are pretty mushy and don't have much clarity or crisp details. Also some of the grunge in no sensical and doesn't tell a story. - I cant see your LP wires but…
Medusa Pro Version 1.02 Released We've just released version 1.02 of Medusa Pro which has been inspired by user comments. There are lots of extra features requested by customers, such as user defined mouse sensitivity, but the big one is an extra level of randomness for models. Each Medusa Pro model is generated randomly…
Yeah the mod has a super healthy RP community, it's very weird and populated by very weird people. The community as a deathmatch game is wholly detatched from them, though, and it's pretty fun. Super happy cow, plenty of thoroughly complex games have distinctly authored, clear play styles. Games can strongly promote…
Thanks for the feedback Jeff. I've completely synced the maya shader with the one in CE3 which means that the blend factor and blend falloff values used in maya will look exactly the same in CE3. Download link : https://dl.dropbox.com/u/53969153/Shaders/vertex_blend_03_colors_CE3.zip Thats weird because it working in all…
Your biggest problem is subtlety, or lack of it. And that comes from your current sculpting technique. You're jumping straight into detailing before you've got your primary and secondary forms locked down. In the case of the human body, your primary shapes will form the silhouette, and you'll want to work at a fairly low…
Not bad man, here are some things I notice off the bat. Granted, I'm not sure what sub-d level your at, so you might be planning on fixing some of these issues soon anyways. Anatomy issues: -wrists too small -the brow cheekbone, orbital nasal folds, chin need to be defined more. -Mouth looks a little narrow -Nose and mouth…
yeah I think John_Warner nailed it. you need to focus on the large forms first, making sure the figure has a nice rhythm, balance, and weight distribution before you even think about adding and medium or small details [ QUOTE ] What's with the aversion to triangles? Is someone standing over you saying they're absolutely…