Multiplayer: The weapons dont feel very powerful. The sounds are awful in my opinion, especially when compared to quake 3. The game although fast, just didnt have the frenetic feeling that q3 has. I am really hoping that there are a ton of mods and ppm's made for this game though. I do like the fact that jump pads affect…
It looks pretty solid. I'm not sure if you should push the collar bone so hard like that. Unless i'm reading the mesh wrong and thats clothing or something but i think it would fade and smooth out where they connect to the sternum. The only other spot that bothers me is the ear it looks to flat for how many faces it has…
I don't think its quality drop exactly. My idea is that "photo-real" on realtime rasterizing engine whatever advanced it might be still requires certain level of special visual style , an art transformation of reality . Not like usual stylized hand-painted games, typical for mobile games but still lots of show vs hide…
I don't think its harassment, you're letting them know you're active and that your interested. It gets you portfolio back in front, in case it was shuffled to the back. The only possible red flag it might send up is if you don't change enough and what you had previously wasn't what they where looking for. You want to make…
Another material setup breakdown to finish off my weekend - an LCD/OLED digital signage MM using ClearCoat Dual Normals, some pretty tiny textures and interesting compression, and some not-too-expensive node magic to get the effects of subpixels and seeing a negative image based on fresnel (like a TN panel): ArtStation…
think you'd need to preprocess the mesh and encode the per vertex ratio of uv density to spatial density in say a vertex alpha channel. not sure on the best method to compute this but off the top of my head I'd say.... <area of all faces used by the vert >/<area of all map faces used by the vert>
spend more time establishing primary forms. The proportions seem to be off; try making the head smaller and the shoulders broader. Don't render the face, the darkness inside the visor of the concept is intentional. Not all edges are rolled; you can remove the rolled edges in the breathing holes and the edges of the cheek…
What you're calling an "open edge", we call in my office a "T-Junction". Open edges (corners that aren't welded) are fine, so long as the edges all come back to vertices that have the same location. T-Junctions (a corner on one side of a face, that rests in the middle of another face) IS bad, however. The main reason for…
I am of the opposite opinion of matsman. You should never let yourself get zoned into a feature before you are ready, which I think is what people tend to want to do when sculpting faces, and in particular doing likenesses. It is almost impossible to pull off a face if you are sculpting feature by feature without a proper…
Flaringo: God wont help you on this forum! Anux: More buxom ladies! Vig: Hey thanks man!! I do share your thoughts about the hair and the cape, I'll have to do better next time! divi: Ahaha yeah :D Zwebbie: Good question, I actually sculpt everything posed, i find it takes longer to do that way, but its much more fun to…