This, is reeeealy awesome. I personaly think what makes it stand out the most is the shadows that the polygons create from the "bad subdividing". The sharper the angle, the more interesting it becomes. Flat surfaces just seem boring. The shark is okay. The mouth is wicked sweet while the rest of the skin is okay. The human…
Just a few notes, not too familiar with likenesses but it seems to me that; - The eyes are a little too "open", and not quite as slanted down on the outer edge as they should be. - His jaw seems just a tad too "hero"-ish, from the front it seems very strong and angular, while the photoref seems a little more rounded out.…
Gj Makkon, I might play with it, but in all honesty if we end up liking what we create we really can't do anything with the model since it is yours. Just saying we usually (now-a-days) don't like to waste time like that even if it is practice. Sure new comers can learn on their own with this and they have the time for this…
Hey, saw this on WAYWO thread! Nice to see there is someone who made an old Monthly Noob Challenge. I just finish it in last month too :D As the guy said: there is no focal point in there. As for the water: this is the pond, not the ocean :D Keep the water easy/slow/idk any other word for this (english it's not my primary…
At the minute the mocap data is quite dirty, there is alot of jittering its really noticeable on the hands on the idles. You should look at some of motionbuilders features in more depth; for the feet sliding/floor clipping using the motionbuilder character solver and activating the ground plane with floor contact is a…
artquest used it for the Sins of a Solar Empire game: http://www.polycount.com/forum/showthread.php?t=97344 From the little I've used it it seems very powerful. Though it doesn't support non-square textures yet and eats about 1/3 of my cpu while idling, plus it seems to have some really nasty issues with Monoprice tablets…
Hmmm it might be a uv channel issue. I'm doing a bit of research and it seems I goofed something up related to that. I gotta learn myself about that edit: I think I should of had "create new uv set" checked on under the mapping options. As a person speaking with little to no knowledge of what a uv set is, I think I somehow…
The difference between your lowest polygon and highest polygon LODs isn't that significant. As a comparison, in IL-2 the highest level was ~3000, while the lowest (seen at 500m) was less than 100. Take a look at this page, http://www.smsp.org/il2/3d_modeling_bible/ext_lodsystem.html, for a full explanation of how they…
Maybe I shoud be more precise: I know how the Viewport works. Not all of it, but the most important things: How to switch views between grids for example, how to split panes, to put objects, enter subobject level and reference geometry via Null(s?). Now when it comes to creating something I'm lost. For example using the…
a tip: at the very least, model the arms in an A pose, i feel a T pose here would actually be worthwhile. Not sure how far you're planning to go with posing/animation or whatever, but remember that his idle-battle posture is this: So his arms would be better suited at a higher angle. Granted, his jacket/shoulder pads would…