Hey man! Cool WIP! Just in respone to what you said you want to change. Yeah squating him Y trans a little and lengthening his gait is gonna help a lot. Amping up the Y trans wont really add weight, you definately want to amp it up but contrast in your spacing as he translates down is whats going to give him that weight.…
>not sure, but it seems to differ between applications. in maya and unity i don't >multiply by sidelength, but in max i do. There are some differences in how they handle >uvs so I guess that has to do with it. Sounds like you have a bug somewhere. The method is definitely not application dependent though you want to watch…
not the best way to do it but... 2 ways of doing it... turn on 2.5 snapping and turn on verts for a snapping option. since you want to match the z axis got to the left view and now you can drag your verts one at a time to the one you want to snap to. you can also insert an edge loop, turn on edge constraint and move that…
Your lighting looks a little confusing. You have the moon which is your key light situated in the rear of your composition, yet the light areas and shadows suggest that the light is from a source parallel to the windows. The sun and moon cast very parallel lighting/shadows because of there distance away. Also if your gonna…
Question hoping that some AD guru will help me with. On regular Maya you can create a script called userSetup.mel in the script (My Documents...) folder that loads some custom preferences. In this case I want the new modeling toolkit to load and stay ALWAYS on the left side (closer to all the other buttons). Normally once…
Not bad. He feels like he's too far back when he stretches, a side view would tell me more but try to push his hips forward and get his center of gravity over his feet. His feet come off the ground when he stretches like he's levitating. If you're trying to have him come up onto the ball of his feet, I'm not reading it.…
Thanks FozWroth! I definitely see your point. Not sure how to handle it at this point but I'll definitely keep that in mind! Ok here is a minorish update. I did another pass of the textures for the rocks. Pulled back all of my color tinting in the shader and left it up to the texture instead. Messed around with the water…
Hi Bezz :) Good job on being brave and posting. I hope you continue to post your work and look at other's work on here. Don't be afraid to comment, unless they've specified that they don't want critique or comments. Most people want and welcome any feedback :) I like your weapon sketches. Since its "sketches" I won't…
The normal map doesnt seem to be inverted as it looks strange whenever I inverse the green channel in PS and apply it in painter. I remember switching the normal map format at some stage but Im pretty sure I changed it back to RGB16F, I just tried baking the curvature on the other normal map formats but all gave the same…
Sorry I cannot help with the Illustrator issue, but for what it's worth, I think that Alchemy, Painter, Manga Studio and Autodesk Sketchbook all solid real time symmetry sketching tools built in. There might be a few more too. Mudbox has it as well (of course ! since it's a sculpting app ...) and the painting brushes…