Wow, this looks really awesome, the amount of detail is great. =) To be honest I'm kinda curious about the wireframe of some of the assets and what software you are using to build your shader.
Crap I took your advice Fireborn to detail a few things and make the most impact in the short amount out of time but now I missed the 2nd deadline--arghzzzz:
I think the US government is planning on cracking down on unpaid internships. While it's good that people will get paid for internships I think we'll see the overall amount drop.
also, the amount of hand captured (keyframed) animation done on LOTR films shows that keyframing is still a very viable, effective, and "good looking" way of doing it. as long as it's done well.
Back of the neck seems a bit too scrunched, but it really isn't a big deal and otherwise I really like the character and form. And for the amount of tri used, really well done.
June 2019tG Thank you to everyone who came to Good+ this June! An odd amount of problem solving had to be done that day, but we got a surprising number of palattes prepped.
You can manually specify the amount of polygon reduction and the screen size on which the lod will kick in. Yes, I'm pretty sure its the best way for non deforming objects :)
I have a 2500$ computer that I bought in November. Stupid amount of RAM, etc. Still lags for me with a 2k map. I think it's just how the program works :/
Just type in .exr except of .tiff. This will change the output file type in xNormal. Subdivide it the same amount as you do at rendertime. So 2-3 subdivisions should be fine.
The amount of bad stories in this thread is really off putting, I would have thought that if you are paying all that money people would at least try to get something out of it.