On the rigging side of things, one of purposes of this survey is to see if external kits are viable (probably as DLC) with Modo Indie. One such kit is the ACS [ame] https://www.youtube.com/watch?v=i20FXD80-XM[/ame] Regarding the scripts, its a tough challenge they face. Like Maya LT they cant toggle on python scripting…
A couple of things to point out, In some situations such as first person guns can have more UV space dedicated to the back. Though this is done mainly to save texture memory and the fact they are generally viewed from a certain angle. Faces are often higher to allow for close ups. You also need to understand how mip…
@ VanLogan Heres my ref, if possible are you guys able to address 3D texturing application question too? Hate to bug you for responses but it doesn't seem like I'm getting many. I think general feedback is most appreciated like What Josh said (e.g. things to watch out for) - anything I can apply to my future studies to…
the fact that you've never seen anyone complain about design doesn't mean that nobody complains or notices such things. for example: http://forums.obsidian.net/topic/61306-armour-weapon-designs-a-plea-part-ii/ http://forums.obsidian.net/topic/60115-armour-and-weapon-designs-a-plea/ over 50 pages of discussion about fantasy…
This looks like a great start! I have to second the point about the arms. IMO the torso should be more skeletal, to fit with the arms and be more recognizable as Grevious. The fact that his torso is quite meaty just doesn't fit with the skeletal arms. You could make his torso really thin and emaciated and that might fit…
It's likely just a density issue. Zbrush doesn't smooth between vertex normals, so it keeps things nice and faceted until you subdivide it to the point where the faces become so small that they just appears to blend together. If the seat has denser/small polygons to begin with compared to the body, then it will appear…
While many things you mentioned are absolutely reasonable it's not canceling the fact that smaller or otherwise bigger texel size has been used in games for years as a mean to save texture space for key areas. Characters faces and hands. Bottom sides of certain objects, cars for example. Backsides of static objects or any…
Haha I remember this back int day, I do have to agree with some points that have been made. The teeth geo looks weird, I mean I can understand the thinking as his teeth are a pretty bit part of what makes the character unique. It's a big selling point on his part. But then you have the fact that it's supposed to be made of…
I agree to what philistine said, though this could of course well be part of the lighting situation. You've done a very great job here, though its really hard on the edge to creepy uncanny valley, which is the hardest thing to pass when doing realistic 3d characters. However i think there a couple of things you might…
Did some of his clothing and hair. Unfortunately I ran into some problems with the UVs in Mudbox and had to redo them, and Import UVs breaks every face. So now when I paint it's like it paints the wireframe. Someone else on this forum had the same problem so but unfortunately there's nothing I can do at this stage. So…