Thanks everyone for the positive feedback! I spent the day polishing my surfaces. I did changes a few things as well. I made a four joint leg on my blocking for some reason and i'm going back to a more anatomically correct leg. I fixed the shape of the blades facing so that it would flow better. I'll finish the sculpt…
Thank you ! its exactly what it is in the video, its pretty much automatic. right after you apply it to a mesh it will add a new parameter for you , so you can control the distance at which the merging will happen, increasing it can speed up your work as you don't need to place the edges/faces very close to each other…
I like the face and head shape in the front view, cool stuff. But I think there is too much turkey waddle in the neck. Hips are too wide also, legs need to be closer at the hips, right now his legs form an upside down U but it should be more of a upside down V shape. Even fat peoples hips don't displace and move outward,…
Meh, played it, only as marine this round and controls for that was perfectly fine. Everybody here at work who played Alien or Predator got totally savaged tho and in general the game was really laggy, couple of dudes got stuck outside work on spawn etc. dodgy shit... and the Predator dude was damn easy to take down,…
-grab the top ledge immediately, don't bother with the loose brick -push out(away from the wall) and slightly up with the legs and pull in with the arms to generate a rotating motion -this helps you swing up your body to the point where you can stretch your arms -then just a small pop to get your legs over the ledge.…
I can't tell from the source images if it's accurate, but you're going to run into freedom of movement issues with the front most joints if you animate this. With the way these warrior bugs move, you'll often see those legs fully contracted, which means you need some more space underneath the joint to allow the two…
Hey polycount, as I said earlier I wanted to try to sculpt arms and legs. Here it is (without hands and feet). Critics and feedback are welcome ! I am not fully confident with my knoweldge in anatomy for leg and arm :) Maybe I don't see big mistakes or I sculpt something in the wrong way :) hwaminjung > In relation with…
Q: I'm struggling to understand why AO needs to be it's own map in modern renderers. A: It doesn't need to be. There is no hard rule that says you have to do it this one way. Depends on the project needs. Q: Is it only relevant for baked lighting in Unity/UE? A: It's commonly used to simulate ambient occlusion. Again, no…