If the poly of the trench is lower then the character, then you will get clipping. If both don't have the same topology, or at least close to it in terms of vertice position, that will cause clipping too. You can either delete parts of the character body under the coat, or skin the character in such a way that his body…
Thanks Haftoof. Removing the ear was a good advice, and it saves some time too. Its why I removed the two fingers on the front wings alongside the thumb and just added them to the rest of the wing. I havent rigged a character before, so that eliminates a few more hours of tweaking. Thanks for the tip Torch, those tools…
No I get it, I'll be happy to see manning grab a second ring, he definitely deserves it. I am totally happy loosing the bowl after the NFCCG. Knocking the niners out at that level is all I need to feel good about our season, but a sb win after all these years would be amazing too. Either way it's going to be a great game,…
Good stuff man, nice spread of styles & themes. I do have two crits, though. Some of the materials read very flat to me (lack of contrast and specularity), but that could also be an issue with scene lighting. The metal on the crossbow and gatling gun feels a little like concrete to me, too. My favorite pieces are the…
Yeah, head is too small. A person is 6-7 heads tall (can't recall, I think it's 7 including the head), right now i think you are about 9. 20% larger would probably be pretty close. Think she might need a little wider hip bones too.Just pulling those two loops that go up from the crtoch out a bit would do it imo. Nice model…
Well that may be the case but there is still plenty of people hacking people apart with machetes, and it only takes two insane people with a key and a long string of numbers to more or less remove humanity from existence, or near enough. I personally don't like them odds. Edit: Ok remove Me from existence, there would be…
Nice work Nizza. Gonna have some fun with Sculpey ey? Cool. These heads are all looking pretty sweet too mate. If you're not feeling it with the Chun Li model I guess you can always come back to it. Maybe take a break and come back to it in a week or two, see if you can put a twist on it to get you pumped again. Anyway,…
The camera is way too busy. If you're going to have a camera move have it on the opening shot, but keep it simple and straight. You could easily make this just two camera angles. Keep the opening shot but make it just a linear pullout, and then the last angle. As for the animation: everything is really stiff and straight,…
Nice work, love his silhouette! I think a two tone color pallet might work best. Red and white, green and red, or green and white. Right now it seems like the colors clash and create too much visual noise across the character. I would also pull back the ambient occlusion or normal map (not sure which one is more active)…
I don't like using Scaleform, it's clunky and tedious and feels unstable a lot of the time. It's hard to troubleshoot and you can't access everything to output. Try using http://www.hourences.com/tutorials-ue3-kismet-interface/ The link there gives you kismet HUD nodes, which can do the same thing you want to do and the…