Hey shock, I'm just giving you a heads up now, but it's a good rule of thumb to try to avoid: a. creating two threads on relatively the same topic previous thread here. b. posting just questions in the "Pimping and Previews" topic as it is generally for...well, exactly that. Showing off your work and getting feedback.…
Yeah after a bit longer with this... not sure I like it as much as the first. My review: Track and environment visuals are great, also lighting. Even though it's totally overdone, the way the taillights light up the road behind the car, and especially how the exhaust flame lights up the back of the car looks great. The way…
Hey Edward, thanks for sharing! If you want feedback on individual shots on a more detailed level you can post them separately, otherwise I can give some overall feedback. I like that the animation starts right away and you have some nice variety. The song choice is a little overplayed at this point, it's been in a ton of…
@Slipsius, sorry for the double post. I came back looking for the 1st one the next day, and couldn't locate it (I'm new to polycount). Then I read the forum rules, and realized that I didn't label it correctly, so I assumed a moderator had deleted it. So I reposted it with the correct heading. Thanks for linking me back to…
It'd help if you read what I wrote there, fella. You seem to be missing every point I've raised. I don't think I've ever worked on a $500 project, which is probably why we see things differently and're butting heads, here. Then again, I can only talk about my ongoing freelancing experience. I take my work seriously. I also…
I think this last one is an improvement but still a little weird. The individual features look OK by themselves but put together the proportions are not quite right. It appears that you focused mostly on getting the head to look good from the front and side views, but not as much on the 3D form as a whole. Look at the 3/4…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
This is properly not what you want to hear (and i mentioned it at one of your other threads).. but: you should have stick to the grid in the first place or planning ahead with some 1x1 m and 1x1.5 m tiles (or even more) which "do tile" (which is also more complicated than respecting the grid) ¯\_(ツ)_/¯ .