you do realize you're referencing the slow mo version of the attack right? full speed the combo is only about 100 frames start to finish. as it stands your combo is 1/3rd actual speed. As far as the actual combo goes, I'd reverse the direction of the spin so it's clockwise instead of counter-clockwise, continuing from 193…
Yes it does. but switching between modes would most likely switch between 2 different meshes. for firstperson view = 4k to 10k tris(this really depends on the gun) for thirdperson view = 400 to 2k tris since in first person shooters, the gun is always on the screen, and taking up 20-30% of the screen, these guns can be…
You don't need to composite the map in PS. That's what the 'bake ny mesh name' feature is in SP. Name your meshes accordingly and with a _low and _high suffix and make sure bake by mesh name is active in the bake settings in SP. Export your low and high meshes in a single .fbx each and SP will read the names in the file.…
i could be the most terrible artist in the world and that would not change that all I am offering is an opinion; an outside view. my professional portfolio or my personal body of work is completely irrelevant to this conversation and would serve absolutely no purpose other than your own selfish afirmation. i do not want to…
Ok now I cannot tell if it is snapping correctly or if it is making the objects look like they are in the view-port. Because when it does snap correctly on an object that I make, it makes it look un even so I can tell in the view-port that the two objects are right by each other but in a render it is snapped. How do I tell…
Here's a quick side view and I can see what you're saying, the arm could do with being slightly longer. I think the thin-ness issue is being slightly caused by how the shirt underneath his jacket isn't filling out the jacket space properly. [IMG]file:///C:/Users/CRIMSO%7E1/AppData/Local/Temp/moz-screenshot.png[/IMG] Thanks…
There's a few things that ... are bugging me: #0 the front part seems a bit to long (side view) #1 the bike is quite fat (front view), and usually the windshield area is the widest part of a bike, as it covers you. #2 the windshield is way to low and long, there's no way you put your head down there xD #3 like Autocon…
Hey man, nice progress! Something that jumped out to me on the lion from the front view is the shapes look awkward. You might want to stretch him out a bit horizontally. The current shapes look rather derpy and awkward. weak even. I sketched out a comparison with a real lion head. I think your hair also attaches too deep…
Thanks Mark! :) as Promised, here is the texture flat as it stands, as well as a new 3D mesh to view at p3d.in (If you haven't checked this website out yet, you seriously need to...it's too bad it doesn't have iOS support) Link Redesigned (View in 3D) excuse the hidden hair and head :x I am pretty excited; I was able to…
well In my experience faking stuff like in the movies, animation or rendering is a pain and often counter productive when working in an environment that you can view from whatever angle. I have to match movie lighting all the time which use all sorts of tricks and change from shot to shot, trying to put these in often ends…