From what you describe, the "helmet" method is what you might want to try for hair. It's probably not much different from what you've already surmised: You make a shape that matches the hairstyle and use alpha on the ends, and use additional alpha planes for a more layered look. Whether or not all this is welded together…
Nice stuff so far! I really like the spin you put on the classic "Memory" game. Here's my two cents: * I feel like things take a bit too long. It's not like I'm waiting forever, but it's more an issue of wanting immediate feedback. When I click on a tile, I feel like I want it to turn over almost immediately so I can see…
Hehe Glib that's exactly the answer I was waiting to hear :P Yep those are rare cases shown here (christmas ball, redbull can) and obviously they are not the type of asset mostly seen in todays games. But! Mop was just showing the most obvious examples to bring the point across. In fact, full color spec has a huge impact…
Welcome to polycount man--certainly better than my first post was, back in the day Something that I notice about your texture work is that there's very little saturation to the colors--are you shading with black almost exclusively? Try to avoid making shadows that way, as it tends to suck the life out of all your…
Well there is a lack of knowledge about how topology works but that comes with time, as for the objects themselves, I think you should either 1: go stylized or 2: go 100% realistic, putting it in between just ends up looking muddy and disorganized. A little exercise I do is when I'm making a weapon, imagine all the…
Hey guys, sorry for not replying to this in so long, been quite busy. Ok, i understand the coding you've set out there SpeCter, and it's something i think i can get the hang of with what i need to do. I've also looked into using anim-trees effectively as well as anim-notifications for certain events. Right basically this…
Now this looks cool. The tree in mid-left foreground with the exposed roots seems a bit chunky down there, and the long branch stretching into the camera isn't exactly clear to me what is going on. The archway shaped tree might look better if it's tapered -- like a normal standing tree that has just bent over completely.…
I think it looks great and a tree log would work nicely in overall composition. Also, your trees look very good. I had to look very hard to be able to discern them from native Summoner's rift trees. What I think you could do is update your rocks a little If time allows. If not, I'm sure, your next hand-painted piece will…
now...Crits time! @stevston89: Looking pretty good so far, but the face is a bit strange imho. The eyes go far too back in the side of the head and probably a bit too high. Also even if the concept gives her a quite squared head i think you put in too much jaw and cheekbones. @iniside: I agree praetus on not putting in…
You are talking about two different things : is very a very different from I would guess that these classes were not correctly taught. (I have been to a few like those, where the teacher just lets everybody do whatever they want. Good for personal research, but so not good for foundation building). You dont need to 'know…