Hi Matt, by looking at your code there are some conceptual errors in the use of the selection collection and the for loop. Could you please explain what's the purpose of this script so I can give you a tip on it? If I get it right you want to temporarily shift all selected objects to an average plane along the Z axis,…
To update- the bottom right design won, so I took the time to finish that sculpt up :) I've decided to start adding the lore behind these beasts, in case people don't feel like looking it up :) The bakunawa is from Philippine mythology, a sea serpent believed to be the cause of eclipses. I followed the description giving…
Sorry but i have to reply to both of you in so many questions, i got jumped on as if i am a representative or something so don't blame me for yet another wall of text, you asked for it :) if we had remained to the selection features comparison we wouldn't have gone through all that. I have tried to split by placing a name…
The suit was marketed just as much for the original Crysis, Axis Animation even created a pre-rendered trailer for it: http://www.axisanimation.com/index.php?id=565&loc=GAMES. Maybe because it was PC only, it wasn't as popular with the mainstream market.
TEXTURE Too much lighting in the textures, inconsistent texel size (and why are the grass blades still so pixely?), textures look like lazy procedural/automated things. MODEL Tar to many polygons in the horizontal rings, ugly smoothing groups, damage looks suspiciously much like a 'noise' modifier along the central axis.
That really depends on many factors. If the geometry is more dense, and edge shading or roundness is represented in the geometry, leaving them smoothed together is usually fine. On lower poly meshes however, its usually better to split the smoothing along the uv seams if the normal was baked from a highpoly mesh. @Axi5 -…
The amount of seams is fine. You did it correctly by splitting the UVs where there are hard edges on your model. I just realized something else, inbetween about 0.55 and 0.6 in the V axis are those polygons edges hard as well? You said everything was hard edges, so if that was the case you'd have to split those UVs too to…
Awesome progress. Love the palette and the pushed character design. I agree with Shrike that you push the proportions even further, especially if he's going to be seen on a mobile device. Giant hands and heads do wonders. In terms of actually rigging the character, I ran into a similar problem working on the hinge joints…