Hey peeps!!! So...yeah, I haven't posted in a while. I've been busy with my part-time job and learning stuff like XGen. I did this a few days ago but I didn't wanna post with such little progress: yey, eyelashes on fleek (or is it?). Oh, and don't mind the missing the caruncle in the eye (the pink fleshy part). I was just…
For reference, the Guilty Gear Xrd GDC presentation is this: https://www.youtube.com/watch?v=yhGjCzxJV3E They mention a few things in there, maybe this helps: - They preferred to use vertex attributes (colours and normals) instead of textures to store information because it was easier to edit (instant feedback) and these…
Why don't you use the Ribbins random select of the faces, clone them to object and shell them? And manually clone bigger parts, and overlay the smaller parts over the bigger ones to save time? I mean lets be frank, not even in real-life vehicles and planes have a preset guide on how to exactly create a set of panels…
This is what was working for me. The high poly consists of multiple objects, the low poly consists of just the parts I don't want to intersect when they bake, and the envelope is for the same low parts I don't want to intersect. In this example I have lots of separate high poly parts in a single scene because I don't like…
Lot of inaccurate parts, particularly the back of the pistol grip and the part of the lower receiver above it, which you've made totally square while it's actually rounded in real life. Also, the charging handle shape is wrong; it shouldn't subtly taper towards the outer points but instead just be a rectangle with rounded…
hmm while the model looks pretty cool I don't think it's really picking up the right feeling of the vehicle in the concept art. The biggest problem that caught my eye almost immediately is the proportion of the body part. In the original concept it looks thick and gives a strong, bulky feel. But yours looks thin and weak.…
Well, first of all it feels a bit hard to read when there's no lighting in there. It all just blends together. As for the texture however, the lowres floor does stand out as a bit of an eye-sore. I'm assuming the water won't be transparent then though? It might not show anyway I guess, so never mind that part then :) The…
Okay so here are my results of the sculpting part. Finally got some kind of a decent result although, in the later stages the mesh wanted to start tearing on the in/outside edges*shrug*. Apart from that, after adding much more geo and ticking off smooth uv's, the painting seemed to work much better but not perfect. When I…
Ahh yea London and Europe in general that makes sense... London in general has a lot of people from all over the world who want to live there and they aren't very poor... In the states if we don't like how the urban planning is going we just move a few miles and scratch out a new business park, a few housing developments…
Part of AIRHEART’s world is Granaria, a city on a floating island. This is where the main character, Amelia, lives and where players start their runs and where they bring back the fish they catched. Jeremy sketched this concept (and UI proposal) early on, and I based my model of the city on this. I mostly stayed close to…