Super start! In the side view the forearms look a tadd too far foward and hyper extended. The thigh front looks a little flat. In the front view the legs look a little x formed. You might try bringing the ankles a little closer together without moving the knees. The arms look a wee bit heavy for a female. Thats just my…
Not to sound ungrateful or anything. Just to point some things that are missing or unclear silhouettes (weapon). Nature- treants Alche- blades Death Prophet- ghosts Beast Master- weapon* Lion - hand*, weapon* Lycan - weapon* * (its being held, not from the side view like the rest) Thank you for using your time to give us…
Hey guys, thanks for the feedback. pictures were the "detailed lighting" view from unreal. Working on textures and color. Here are a few angles from the scene that I will be working here's on top down view, top: Terminal entrance; left: Central Staircase; right: Cafe/Restaurant thanks for the feedback guys. I'll keep…
I have already tried re-building with various options to get it working. The instructions provided by Relic did not work for me, as setting the burn file format to RGT broke the build completely - item does not appear in Steam workshop or inventory. The inventory previews are not being generated in any instance. Is there…
I'm going to throw this in because I'm seeing a lot in these gun threads. Ask your self. What is this low poly for? In-view, World, or 'I don't care, I just wanted a low poly you would never use in a game'? The low poly you have right now is not optimized for in-view or world. I'm just asking so I could better understand…
@racer445 First thanks for taking the time for the crits. I will cap the barrel and the front of the slide. should save a bunch of tri's. I get the concept of viewing and modeling from the fps perspective, it's just tough to look at it from the other views and see a silhouette that could be smoother even though it doesn't…
thanks for the critique,Ill definitely change that. What do you think about the head? I took a front view from the cartoon as well as a side view and matched it up with that and now I am trying to make it realistic, but the more I do the more it looks less like him, so hitting the key points of the face and making sure it…
Hey I started on the dynamic lighting cycle. Boy, this is fun. here's some moodshots: The absolute worst part of the scene atm are the cloud textures for Epic's dynamic sky material. They really don't work very well for vast views like this and are way too busy, I'm not showing the really ugly views here even. I'll try to…
Those differences mean that reflections are affected by the viewing angle, and GI is more diffused and the view angle doesn't change the lighting contribution. Isn't that the main difference we should take away? Also GI is mostly important when you have a direct light pointed at a surface, and reflections are generally…
What JadeEyePanda is asking is whether your viewport was set to Ortographic mode or Perspective mode. In orthographic view, distance is not taken into account, hence all the shapes remain their original size, whereas in perspective view, the farther an element is, the smaller it becomes. So the question was what did you…