Ok. This project has changed a bit now since last time i posted. The original aim is now not complex or needed enough for it to be considered useful for a thesis. However, the new aim still uses a mech character, but will be a much more focused project. For the aim i intend to have a mech character with its two arms able…
http://www.polycount.com/forum/showthread.php?t=91572 Would probably be far cheaper than what you're paying for your "pro" service right now. I'm paying like £10 a year for my portfolio hosting and the (.com) domain is free for 2 years.
Just a note that I'm totally looking for modeller to collaborate with on AEON (As you can see, the modular environment props I've built are pretty basic, I'm more of environment designer type), if anyone is interested, just email me at: orihaus[at]gmail[dot]com.
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I don't know what it is exactly, but some parts had the original Tron movie vibe. You've got some nice effects going on here. Cons: some annoying shots where you just can't see the area/action and the Wilhelm scream.
Im trying to wrap my head around the way the tail comes out of her body. I mean, the tail is like if the spine continued. Her tail is jetting out as if its comming from under her bottom and not her back. The flow is wrong~
This is really solid, i like his gear setup, its not too over the top, bulky etc. I think you could maybe push the face a little, but really its still super solid. A nice pose with his bow would be awesome.
super thin wires and things like this i think would be added into the engine later, like in the source engine they do ropes and tentacles with a vector, instead of an actual mesh, or in wow bow strings are just a line drawn by the engine between two points, no geometry.
Managed to get Dragon Age, COD: World at War and The Saboteur, quality games! And a few other stocking fillers, its all good. Although been playing Torchlight a lot so hope I have time for these others too :) Merry xmas everyone.
How are you approaching this? A cool idea I was taught was just blocking out the legs and main cog for the contacts passing position in stepped and then going from there. That way your character is grounded and a lot of the balance weight will be sorted early on. Keep up the good work!