@marlfox8: Woops! I totally forgot to attach it. To be fair though, I've only ever done one Zbrush sculpt and never finished it... @wake: Thanks! In terms of ref, yes I do use them, but about 60% of what I do is imagination. Which is why about 2/3 of my work look really bad lol. Todays update... Kind of rushed this study.…
Until Jackablade mentioned how the passage doesn't look like it has depth, I didnt realize thats what it was. I really think that the area is just too bright. Darken the red or maybe even try a different color. The boy is posed quite oddly. In order for him to have his back posed like that and have both arms holding onto…
The gameplay mostly centers around growing a huge magical plant. To do this you need to climb the plant and make it grow by directing parts of the plant toward magical energy giving "rocks". The core of the game is the climbing mechanic. Using the shoulder buttons of the control pad to place the hands of the robot. Left…
Hmm, I would just recommend making your marks "cleaner" by making sure that each shape is one deliberate stroke. The variation in thickness on the border (for example) is totally fine, but what bothers me is where I can see a clear break in the stroke, and you've finished with a second stroke. So the big leaf on the left…
Finished up the first pass on this side of the room. Going to move onto the other side and try to give it some context. I'll either make it an observation deck looking over the maintenance bay or an elevator leading up to the upper floor where the mechs are being armed for battle. That little monitor to the left is temp.…
maybe with the DX11 update, if they sneak-in some of the tech-demo stuff they left out or there's physics options included in the new options menu. I seem to remember being able to adjust how destructable stuff was in C1 and while I get that since the boxes (ps3 and 360) probably can't handle it they left it out of PC as…
Oh yeah, needs more geometry - more segments that make the low poly conform better to the high means less black gaps (for the left side) and less waviness in the right side. Have a look at the "who put waviness in my normal map..." thread. One solution is adding two edge loops, left and right of the right edge, baking,…
--get all Right BonessBones = for obj in $* where (classof obj == BoneGeometry) and (matchpattern obj.name pattern:"*.R" ignoreCase:false) collect obj--for each right bonefor sBone in sBones do( -- get the right bone position bPos = sBone.pos -- find name of the left bone s1= ".R" s2= ".L" tBoneName = substituteString…
If this is the low-poly game model, don't worry about triangles. The thing will be triangles in the end anyway, so use them to easily fix those n-gons. I'd be more concerned about the smaller polygons (top left and bottom left) which don't necessarily contribute to the shape/silhouette of the cut circle. Those could…
leaving the country is same as admitting defeat and giving up. i might do that when there is no choice left. there is still lot of good things going on here. like i said, i live among the american people, i dont work with or for the government. i would rather survive the system and try to educate more people about the…