Great stuff, you might want to pull his head out a bit with a soft select when he's wearing the armor, kinda lose his neck in all that. Also, it's a funny thought that this dude will look LESS awesome textured, because the edge flow really is awesome, that wireframe looks sweet. Maybe you could put a bit of the wirefram in…
Hello, basically I combine different layer blendings and sometimes little happy accidents do happen through the process of creation.^___^ To create a certain sense of atmosphere and depth you need to paint in with blueish colours with a low transparency brush. I like to do that with a large soft brush. I have timelapse…
Hey, Awesome! The only thing I might recommend is keeping the color changes as sharp as possible to avoid soft, anti-aliased edges. Either with clever use of low res textures or cutting some of the color shapes into the geometry so that you can just assign all of those polys to a single pixel. I think it might help it have…
Hey Jacob, how's it going man? This stuff looks pretty good, I'm impressed. I don't know why cardboard boxes seem to be so hard to do, but I've seen three or four in my Senior Project 1 class and they always look either too soft or too hard. You definitely conquered that though. Which project was the lighthouse for in Game…
The shadows in the standard mesh preview window are the stencil like ones that you are talking about - having hard edges and shading across the full polygons. If you give the character a quick rig and import the character as an ACTORX object into the animation preview window you will get all the soft shadow loveliness you…
The only time I've had this happen is when you've used soft selection and surface snapping at the same time. For some reason the affected verts in the falloff lose the ability to be 'tweaked' in various ways. Local move being one of the ones that spring to mind. My workaround is to select all verts and move them very…
Is that intuos2/3 ? I got a similar problem last week, something I would describe as 'sticky click'. I solved it by using the second softer sensitivity (I usually use the very softer one) and also played with the double click sensitivity setting. The one from the Wacom properties, not the windows one. But still, the…
I think the rubber bone effect was more of the virus affecting cartilage in some manner. The lower jaw is held in place only by muscle and cartilage (temporal mandible joint). So if that were to become soft or loose, the jaw could easily move in extended ways. Their bones seemed rigid though, it was just their joint…
reason I asked is because i thought maybe you were doing a weapon tripod or something like that, in which case all the parts would be separated. In general its best to model things same way they are constructed in real life as far as is practical. in any case, i am not the expert on this stuff you should probably take it…
Thanks! Having fun and seeing where this goes :) Now the above are my experiments with shaders directly in unreal, and these are my latest iterations. The shadows and occlusion like effects seen are basically soft thick outlines that blends with the character through post processing. Aiming for a neat and unique stylized…