@Dave JR - It really irritates me because they obviously got their stock early, broke the embargo, and are selling stock that's intended to be priced at around £40-50 for way higher. They are a joke. I hope that Rockstar Games (and other companies) will blacklist them from being a retailer. Because it's terrible.
So this might sound like a really stupid question but if I intended to animate a taunt for the dark seer model, how would I ensure my model has the same starting pose as the idle position as the hero in-game? this is a really cool resource by the way so thank you :)
Hey chris. Thanks man. You aren't alone on thinking there is too much symmetry in the character it's something that I intend to break up with pouches, some changes to the creases on one leg etc. I also want to break the symmetry in the head too. Suba, thanks very much
Looks pretty good :) Is it intended to be a first person weapon? if so, what does it look like from that view? Also, you could probably cut quite a few tris on all your symmetry seams (on the handle and magazine, also have a few ngons on the front where it's inset)
Hey Clintus, I like the progress so far man, this could go so many ways! Are you looking to do a muslim terrorist? If Muslim, I would love to see one of those iconic bushy jawline beards that seem to be a growing trend these days (pun intended)
You would need a cavity map to use Quixel as intended. (Normally in 1.8 Quixel would convert the normal to a cavity map. But since you do not have a Normal in HP workflow, you need to provide one. (Cavity map) The rest of the workflow is the same as with a low poly model.
I was working on a LC weapon, that evolves by winning duels. But I just saw the new video from dotacinema... Should I even bother finishing this? (I know the concept looks crappy, but I didn't even intend to post this until I saw that dotacinema LC weapon...)
thanks proxzee, i tried tweaking the legs a bit, and replaced the feet. i also replaced the hands but there still sucking, anyone know of a good topology for lower poly hands? also here is a wireframe shot.. although the model in its current state is definately not intended for realtime use..
do you intend for this to be low poly, or high poly (subdivided)? it appears as if you started with one method, and got lost in the other doing a series of random extrudes. there are areas of low edge density that need more defined shape, and areas with too many edges that provide no shape at all.
Sweet, can't wait to see it textured! Offhand I'd say some of the bevels on surfaces you intend to flatten and represent via normal maps need to be thickened, like the teeth-like shapes on the hull and the cross-in-a-circle designs near the exhaust. Looking good though, keep it up!