Update! Baked the AO's today, first picture is low poly + normal + AO, second one is without AO. Only viewport screenshots, so quality isn't that good... EDIT; Some of you might think the AO doesn't really do that much in this case (I did at first), but I think It helps to define a lot of the shapes that are not in the…
Be sure if you can work with kids. I had some practice in school and hell no. I'm definately not good kids teacher. Or teacher at all. And age group matters. From my little experience it was best to teach really young ones like 7-9 years old. Less noisy, easier to get some attention and excitement from them, which is…
Try to work on making a specular and gloss map that defines your materials better, so it's not just all the same metal. As well, see if you can create area of rest and activity in the texture's diffuse as it feels too muddy and noisy right now. I'm not being drawn to the face by the way the textures are set up and creating…
You want to use an HD IK solver. (History Dependent) Go to the Hierarchy Panel > IK tab and you can define joint restrictions, joint limits, and sliding. HD solvers are a little finicky, especially when you undo. But it should play fine when you hit the play button. In the IK chain you'll want to use a dummy instead of the…
Can you define "contiguous polys" or "connected polys"? Do you mean all polys that are touching / overlapping, but don't necessarily share vertices? Your description is confusing because the mesh cannot be "all one element" and also have a "seperate piece". Double-clicking a poly in Maya expands the selection to the poly…
It was molyneux that used the minecraft example, saying that to make something "unique" takes a super long time to reach final, where as walker responded that minecraft wasn't sold on promises, people bought it for what it was that exact moment they did. Minecraft had its gameplay defined from the very start. Molyneux…
I think it's pretty good. The pants seem very thick, especially for fabric that follows the muscles the way they do. Also the vertebrae look very unbelievable, more like hard-edged sphere implants than anything organic. I think this is because they are flat on top and very well defined circles, and also because they are so…
Canada sure as heck has been taking over much of the industy. I'm kinda bummed about it, because I don't really want to move that far north to work. Austin is not the quite the hotbed of game development it used to be. I wish the U.S. wanted the game industry to be here as bad as Canada does, and would offer competitive…
Wtf haha This is awesome! I'd say the muscles on the insides of his forearms need a little reworking - they look too defined. The folds around his knees don't look like they're being affected by gravity and there could be more tension on his jacket under his bag-straps from the weight. Because most of the head's weight is…
Hey Spatz, the outcome is really good. The front arc generators are much better now. I don't think the weapon really needs the tape and wires, because it has nice colors and textures. Wearing and dirt should give the final touch. General edges are still a bit too much defined and could give troubles when dealing with…