I gave up using pelt mapping. I apply a planar map, use point to point edge selection in the viewport, break and relax. The peel tools added in 2011-2012? Also work pretty well at replacing pelt. Pelt mapping just seems to have too many steps and too many hoops to jump through when you can do pretty much the same thing…
Hi, 1. Based on this image I see that his chin is round your 3d model has a squarish chin. 2. his nose in the reference appears to have a strong bridge (could be the lighting) your nose perfectly straight. 3. He looks like he's pouting, try relaxing the corners of the mouth, as always make a backup before making changes…
I don't think you're necessary obligated to play games to improve your art. But you should never feel obligated to NOT play games. Or feel guilty for playing a game. Can't make art 24/7, you need to relax sometimes. Just don't play for 8 hours a day. Personally I do think I have benefited a lot from observing how they do…
To add to the consensus be sure your smoothing groups are set properly, do not use one group especially if there is no unique normal map for the object. Furthermore, be sure it has proper UVs, if you just modeled it and didn't address the UVs the you will get those sorts of odd artifacts, especially if they are ASE.…
Thanks, I forgot to edit the thread title in the process I'm aware and agree that the design isn't perfect, but I will not be reworking on this for a while as this is my strongest piece to date (kind of hungry for more). However, I'll be working on a goblin engineer that's been building the vehicle. He won't be standing…
So I've updated once again. Worked on the approach to the run, the relaxation period after the final shot and before the run and the recovery to idle after the entire attack. Instead of a run, I've modified it to be a small skip that leads into the large anticipation for the jump. I'm more afraid that the larger jump would…
Echoing what Jessica said, I think the torso needs to be revisited as well. It's not anatomically incorrect, but it does look pretty painful. Her chest is almost completely facing away from her center, while her abdomen is right in line with her pelvis. Your body can twist like that, but I don't think to the extreme degree…
Thanks guys! Torch: for the pose i'm going to give her a simple rig and a more relaxed pose. about the texture the thing is that usually the armors in Gw2 tend to be really clean and bright (but i'll put in some noise anyway) :) StevSton: yeah it would be better to have a spec color map but i this case the only allowed is…
ummmmmmm. i do not think so. more than likely your normal looks fine because it was a projection. typically when you project it will do all the stretching n whatnot fixes for u (I had a friend once flatten map an object because he was pissed at it and didnt want to unwrap it.. then project the normals and AO.. came out…
From what he tells me, he works and does all alone : programmation/Ui design... he is still looking for a way to communicate efficiently about his "new" product. Morevover, the split with his former publisher had been complicated. But from what i have touch of the product it seems strong but really complicate to…