Figured I'd make an update since it's has been so long. Thanks for all the comments, I read them often before starting the job and they really put me at ease. Ultimately I was overestimating what they expected of me and found myself in a position of doing very menial task that don't require much skill (grunt work). Over…
The shot seems a little too staged. Something about it feels robotic. Maybe the characters poses are too stiff? Also, that girl's face seems really off to me. Have you thought about giving her a different hair style? Right now her frizzy hair and big eyes make her look like an 80s barbie doll. You need a new camera…
@Bartalon Thanks for the color and component tips. The color ramp helped me identify some areas that needed to be touched up. Some red areas among mostly white. However the problem has not disappeared :( My Maya's behaviour seems to indicate that a value of above 80% is white and 70% is red which seems a little bit…
I guess it is down to how big of a prodction you are working on. I've worked on 40-60 hours games with huge and varying worlds. One particular one had different races spanning across the galaxy, and due to the fact that the engine could only have 1 unique name per asset in the entire game, you had to have perticular…
A bigger update than usual 3 things I've been working simultaneously on (together with a group project that's still in infancy) The vines (or what it's at least going to be intended as) are fully scripted in UE4 to work as splinemeshes slowly 'growing' with leaves popping up and growing on top of them like particles. An…
After trying quite a few things, I think I have found the solution. I'll detail it here for anyone who comes across this with the same issue I was having. The centre part is set up to have it's pivot in it's centre. This is so it is at a tangent to the path at all times. These are then constrained using a path constraint.…
Here is a picture explaining more of the end caps. From source: http://walkera3d.blogspot.com/2015/10/ A lot of good info in that blog on entire process. Basically the red and blue are the end caps, so technically everything in the green can be tiling while the red and blue act as a standard silhouette breakup which means…
First of, dude. Ivars portfolio template is starting to where out :P I'm just saying, or well maybe it's cause i've seen 80% of the portfolios coming out from PSQ the last year(s) it's a bit tiresome :P Check cargo collective out. Or just a plane blog. And as a generell rule,, don't use black for background color. I think…
@Josfield, I think there is a lot that you can improve before moving to UV mapping. The two things I see that you should aim for are : - more consistent mesh density : Parts like the hat or lower jacket tend to alternate between tight and large loop rows which isn't good as far as posing your character goes. The more even…
[ QUOTE ] The only reason I think Liefield made the "impact" that he did was that he hung out with the right crowd, the guys that founded Image comics and said screw you to Marvel back then, and his comics had a shit load of action and women with giant breasts. Of course he also had fierce determination. That said to…