Thanks for the comment - I have been trying to keep that in mind (demoman is my fav character). The rocket jump exploits are a major part of why I made this map so vertical, rather than long. I have found and fixed a few major problems, but Im hoping extensive testing will help me find the rest of them. -Nick
Cranium is definitely a bit too small. His eyes should be at about the midpoint of his head. Entire head might be a bit on the small side too, though it may just be the fact that its a little out of proportion vertically. It'd probably look better if you defined the outside of the nostils a bit more where the jut…
Call me crazy but I think the renderer from Maya you posted just needs to flip the vertical component on the normal map... If you see with detail the bump from Maya renderer has the "height" inverted... where it should be "embossed" is "elevaded" and vice-versa... I have no idea really but try to make that, perhaps can…
What happened to the details that were on top? That area is lacking compared to the rest of the model. Also the dark vertical lines that are present on the top of the model don't really make sense. If used to distinguish between separate elements, they should not cut through some of the smaller brown/orange areas. Just…
I'd like to raise my vote for a more screen space friendly size. I think the font size is ok but the background button size could be for my taste 50% less in height. The fixed width is fine but if I would use that thing to put in some scripts it would need to take up less vertical screen waste.
One thing to keep in mind is that this is not actually a clip from the movie. This short video was done as a test to see if they could pull off a 'next gen' tron, and to pitch it around to see if there's still interest. From what I gather, this video is more like a vertical-slice greenlight type demo, rather than a scene…
They're holding out on you! Yeah a vertex on an edge between smoothing groups causes that vert to get at least two normals, so you get a hard shading seam there. As I understand it, each vertex can usually only store a single normal. So it's split into two vertices when the mdoel is converted into the game's runtime…
A quick'n'dirty way to do it would be to grab all of your vertices that make up the forearm and hand, change to your rotate tool, place your pivot point to (roughly) the center of your shoulder/deltoid region, and give it a slight rotation. A few individual verts at the elbow-forearm region may need some tweaking from…
Mop to avoid those unwanted results I have had luck doing this Have weight solver all the way at 0 use pin unselected uv's and this is the important part for unfold constraint check vertical then apply then check horizontal and apply. This fix's the unwanted results you get when you simply have "none" checked. hope that…
Not a bad game and not a bad mdel recreation, but i think his calves need just a bit more shape to them. Also i think he two center spikes in his hair need to go a little more vertical aswell ashis head may need to be a skosh bigger but way to go so far man, keep it up.