Hey Guys. Crash Bandicoot was the first game I played back on the PS1. It feels great to come full circle and make a game version of the crate smashing bandicoot in Unreal Engine myself. This more mature, gold toothed, wild version is inspired by a drawing by the incredibly talented artist, Koteri Ink. This is a link to…
Think you already know whether or not it is.. just by asking the question. But, I will say this though...Just after graduating I was the same way. A night owl. The best time for me was between midnight and 5am. Absolutely no distractions and I could stay in the zone for what seemed to be an infinite amount of time. My…
I'd never buy an apple desktop but they make really great laptops. I've had 2 macbook pros and they have been rock solid systems. Expensive yes, but when comparing to the experience my circle of friends have had with their pc laptops I feel happy about my choice. So far as Microsoft vs Apple goes its not hard to see why…
Added lots of new bits and bobs to it, at this point mostly making it up based off of reference from real guns, other bolters, and nerf weapons. Inset the bolts on it and gave some attachment parts to make the top ironsight thingy feel like it is a part of it. Didn't know what the circle on the back was supposed to be but…
This is coming along really nice! I'm excited to see it with all the metal textures added. My thoughts on what could be adjusted. 1. In the ref. the back legs have hooks instead of the needle design that is on the other legs. I feel like not having that on your model kind of takes away from how this little guy would…
Overall, she looks pretty cool. I agree with pseudoBug suggestion. Eyes needs more stylization. Hair too. Maybe you could use this as textures reference: http://www.polycount.com/forum/showthread.php?t=86808&highlight=bb+hood Metal is looking dirty and blurry... You could buy this tutorial, if possible. Very enlighting.…
Thanks for the response. It's Blender that I'm using. Maybe it boils down to me not knowing enough about unwrapping certain objects. It's easy until I cut the holes out and the topology changes. The topology flows around the cutouts. Like when people unwrap a characters face, the UV's are never straight because I thought…
Thanks Nitewalkr, I am finding a bit troublesome to communicate the conflict between the 'present' and future for sure. I think some props would go a long way, to assist with that aspect. The whole area is based off of the museum of Natural History's main hall in London. Are you talking about the top triangulated points…
okay, it looks like you've got a circular base, connected two opposing verts and then bevelled the vert at the end making that triangle. what you could do is add another edge in that triangle and connect it to the circle edge. it may result in unwanted angles since you're adding another edge loop. with the second problem…
looking at your image I'd guess you attached something like a circle or sphere shaped form to it. I'd dare say you have much to many shells attached to one another without having to look at your model. You do know that every edge above 90° should generally be detached to another shell? Apart from that, rewelding edges is…