It looks nice! The width of your edges looks good, makes me want to loosen mine even more (still haven't posted yet :/ ) but some pinching on some corners could use another pass just to clean up some artifacts. Great job on breaking up the shapes! Only other critique would be to extend the width of the inner edge to…
No worries. It's hard to communicate minute details sometimes via text. What I mean is that it looks like your edges in the areas I circled are too hard. In the concept it looks like maybe there is some sort of outer metal shell, and that there is an interior element that is the same shape, but extends a little bit past…
Run is a good start. I think her upper torso is too straight. Have her lean forward more, i think. And her legs dont extend fully. When you run, you really push off with your feet, causing your leg to stretch way out as you push off the ground. Right now, your legs are pretty bent the entire time. Straight them out as you…
I've heard a lot about developing a 'visual vocabulary' and it makes sense, if you truly understand where every muscle inserts and overlaps, how it deforms when it extends and contracts etc then it'll be a lot easier to visualize this as you draw, looking at a model kneeling etc and thinking ok, in that position this…
Hello everyone, thank you for taking the time. :) @Shader: Orbit is nice but serves a somewhat different purpose. (Can't send key strokes for example.) @MightyPea: Indeed sub-pie-menus are very annoying, that's why at this point the project is aimed at accessing 4-8-16 frequently used functions (per app per hotkey). Having…
Hi. I contacted the guys at Epic Games earlier, and it seems like they are not planning to extend the decal materials to work with meshes :( . But there are 2 other possibilities, they are described in the Ster Citizen decals thread. One is to use locally projected textures on the base geometry. Not the cheapest, and most…
it all depends. one of the best guys i have ever worked with made it from QA to character art lead. in one project we had 'embedded' QA people in the dev team for extended periods of time. they certainly had the interest in and the opportunity to selling themselves for design and art positions. but yeah, i guess in most…
I'd definitely recommend Unity, we've used it for so many things from games to apps even (check out physynth - our last app). Currently using it for The Other Brothers. Both engines have strengths but Unity is extendable in nearly any way and it's got good support- I also find that UDK isn't great for things that arent…
Why is it a sore subject? Quixel has repetitively done the same mistakes yet it's unfair to judge them? @Eric Ramberg: The only bashing i have seen in this thread was due to responses on people expressing disappointment. Whether their way of expressing themselves was too harsh is subjective, but again i'm one of those guys…
Without having access to any FX, the slam doesn't have as much impact (harhar). Also, There is little build up if that is what it is supposed to be. By that I mean because the arm stays extended from when it points in the air to when it hits the ground there is no power behind it. Even in a downward motion you'd be winding…