Cool stuff so far, keep it coming. Here are a couple suggestions. The armor on the forehead seems a little wide and doesn't wrap around the sides of the head as much as it does in the concept. I'd also say the skirt seems a little wide on the sides and flat in front. I'd suggest moving the shapes to be something closer to…
We're very excited to have brought on Fernando yesterday. He is a very talented gameplay coder who reached out to us on the Unreal forums to handle movement for us. So far we have walking, crouching, running, and swimming wrapped up. More to come soon. https://www.youtube.com/watch?v=hlMDAbZMvJ0&feature=youtu.be
take a look at those forearm muscles again, particularly where theywrap around the bicep. there's an un-natural shape happening at the bottom of the bicep because of the way you've sculpted them. remember that they start out at the bottom of the humerous, and wrap around and down the forarm... but your sculpt shows one of…
not to nitpick, but isn't the recommended tri count for dooms first lod 1k? you have a normal map? but it looks like you're using separate smoothing groups for edges.. sorta defeats the purpose of the normal map. also, you may want to get ride of the cuts in the handle. having the wraps modeled in is wayyy to much detail.
yea i dled the 1080p off apple and slowly scrubbed through it, saw stuff like the head on the table, that dude standing next to the chair in that above posted shot, looks too big to be a human, and some guy with a fucked up face lunging at someone. I love how much they are keeping under wraps story wise.
The silhouettes could be stronger. You could have some of the bigger chips on the edge of the blade be actually modeled in with geometry. It may be preference, but I think that it would definitely make it more interesting to look at. On the handle of the blade, the grips are actually indented inward where the fingers wrap…
@ilyaivanovart Cheers, appreciate that. New update from today. Mostly working on the water; painting the texture and tweaking the material. Also played about with the wisp and specs more, general small tweaks here and there. Need to start painting the grass and mud plane next. I will be updating this more regularly, as I…
looking cool, I really like the colors and feeling. One suggestion... when your redoing your sculpt for the stream bed texture. Set your wrap mode to 1. This will make sure your texture tiles perfectly. I think you might need to use a poly plane first and convert it to mesh3d. Good luck
I couldnt see any eye wrap for naix yet so I decided to make one so here is a very base model with base texture. I have like 400 tris remaining so I will make it better and add some other things as well. Dont forget to leave a comment or critism.
Selfish bump - and a question! So I feel like this should be simple but I just can't seem to wrap my head around this one. Is there a way to terminate a single edge loop that is otherwise ending as an n-gon rather than loop it around the entire mesh? The attached picture should make it more clear. Thanks in advanced!