I'm a bitter beer fan. IPA, and anything heavily hopped. Rogue Brutal Bitter (You really can't go wrong with anything from Rogue) Deschutes Inversion IPA and Bachelor Bay ESB Pike IPA La Conner IPA Stone IPA Elysian ESB Mac N Jack's African Amber Ninkasi IPA
Target would be for an open world third person type game. Real early progress shots. I'm going for a real world look, with some wear n' tear in the textures. I'll also be creating street props and a vehicle, maybe a vespa for the scene. 1st building for the scene - Office building 2nd building - Irish Pub
hi guys n gals, here is a quick update, ive focused most of my time on the front as you can see, I will now start modeling my way from the front to the back and then go over it all again with some finer detail and touch-ups before the texturing comes around. watcha think ? :)
*carl voice* oh hey, her legs look awkwoid to me, mr. food monsta, and i'm think'n a "clamp" or bolt 'n washa' arrangement for 'da leg arma' and those rubber wings 'dere. but dat's jus me. now, eh, hows bout you get outta my fricken pool now!
Fishypants: I know the feeling of working a long time on something a getting a VERY short film. Since I'm studying in animation 8 to 10 hours of work (alone) give me aprox 1min of black n white animation on 16mm film. (God I hate film) Keep up the good work! Etienne
hey thnx a lot for the replies guys.. yes this reel needs a lot of work, i agree as i had to put it together in under 2-3 days as some1 had asked for it.. i still have some time b4 graduation, so im gonna work on that wip n also the overall presentation.. cheers
i have set nurms toggle to n (replaced autokey toggle which i don't need that often :P) unless i have several fancy modifiers on my editable poly object it works fine. in that case i have to add a turbosmooth to whatever level in stack i want to smooth and use the bulb
I love cloudy and rainy! Don't jinx it before I get there next month, damnit! :) STOOFOO - congrats! ArenaNet looks like a great studio, and they're certainly having good results with Guild Wars. I'll be up there next month as well - I look forward to running into you at a Polycount meet-n-greet.
Stuff like that is tough. perhaps you could merge some chunks on your UVs to make it easier to work with - like all 4 sides of one segment of your shape could be 1 UV island. Still a lot of work, but you could probably squeeze in a bunch more pixel space vs auto unwrap. -N!
I really like the concept, but I agree that the hands don't match the body in terms of 'beefyness' Maybe try a 3 or 4 fingered hand with big gnarly nails on the end of massive fingers, like an evolved hoof-hand? Really great character tho, I can totally see this guy charging ahead in battle! -N