Hey, actually I figured out there's an option to modify the colours with the vertex paint modifier called adjust colours in the floating box. Just turned up red all the way so i was left with red in occluded areas and white everywhere else. Since I still needed black instead of white I used the hsv tickbox in the colour…
I havent come across a tool that doesnt work as expected, rather it seems no different than when I am working in maya or even modo. Some tools are by their very nature quirky. Vertex Chamfer actually works fine, though its called Bevel in blender. The annoying thing with blender is that it has a little tool property box in…
Pretty specific question here but this particular screen on Brad's page caught my eye. I'm guessing we're not going to see wireframe for any of this, so I am left to imagine what's behind those awesome visuals. The hanging lamp things on the left are probably mostly alphas, but on the 2 circled areas on the right it looks…
I would change the font on the top, this one is hard to read your name. Komatsu G40 : Would be nice to finish it with textures. Urban Fishing : Too much wasted triangle. You don't need to model the ceramic on the platform, make it in texture. Also, the left side has too much polygons. You don't need them. I would say to…
@xoliul: they do, but I got them directly from the editor with the screenshot command. if you know a way to take a sharper screenshot, please share because i honestly don't know how :) there's a high res screenshot command, yes, but for some reason they come out really weird. @megalmn2000: thanks, I left the network…
Yeah Jesse's "real home" comment is a complete mystery to me. I'm not convinced that Jesse would give Walt a sign that he's with Hank, I think Jesse really hates but is scared of walt at this point. Maybe the real home is the carwash or saul goodman's office. There is still a lot of players left for there to be so few…
Looking good, I don't do Character Art - I do Environment Art. But from what I've seen in the games industry poses are something that should be left till after from what I can tell. When modeling a character the best way to design one is to start off with a front and left T-Pose:…
I do this as eric mentioned by leaving my mirrored UV's a full unit to the left, I sometimes put red to the left and blue a full unit below, keeping one blue uv in the upper right square (one that gets baked to). Only bad thing is you get any texture applied to it coming out mirrored. So text is not so readable for…
My eye goes straight to the lady in the lower right (now lower left) corner :/ if you can't find a reference for it pose it out yourself and take a photo to use as reference. From what I can tell her (my) left eye (on the most recent image) wraps around the face too much and is too close to the ear and too large. The tip…
Hey man, like Hito said I think the arms need to be a little more stable. I'd have the legs doing most of the work and the torso / arms just having some bounce and overlap. Have a look at your curves, especially on the torso vertical motion. They don't seem smooth at the moment. Be careful of twinning happening on the…