Problem can often stem from Multi-Area people. I mean £50 by Rick per Model is actually a very fair price, but in Canadian Dollar, that comes out rather expensive. Often can mean better skilled people for the job are often a little too much. Personally, I would suggest a price-range. You won't attract any serious…
G'day! :poly121: Been working on this for a while and even though it's gotten quite far and even though it might be too far in to do any mayor changes to it, I'd still like to see if you guys can see something horribly wrong that needs fixing that I haven't noticed yet. some shots from the "game": There are no real…
Looks pretty good to me. The only things that stand out to me is one floating rock on the left, and maybe there could be less snow directly under the trees. Oh also the fade-out of the snow on the frozen lake looks a little too gradient-y. I think a harder edge and higher contrast between the two materials would look…
Update4- Blocking colors Went back to modeling cause I wasn't satisfied with how it was looked in some places. So added two more cables. But then I had the eye problem. Eyes lead to the right side to the furthermost extension board. So I changed that. Too much detail scattering isn't good if the centerpiece is my focal…
Something I remember from Fallout 3 was that each hairstyle had two meshes; inner and outer. When an actor wasn't wearing headgear, both would show (or maybe just the outer?), and only the inner would be visible while wearing headgear. IIRC it looked pretty nice, most of the inner hairs were basically the same generic…
Wow, two weeks since my last update. I realize now I've spend too much time tinkering the armor, going back and forth, and in the end returning to my paintover concept. I learned it helps me a lot to do designing in 2D. Designing by pulling vertices around doesn't work for me. I guess it can work in ZBrush but I need a bit…
- pick gaussian alpha (first one) - go to brush options, check "Sharp Shape (Old Style)" to get a painting behavior that's slightly better - pick a color between the two areas you need to blend and start laying down strokes gently - keep picking colors from the viewport using the V key until you've got the blend you need…
Cranking out 9-5 three day's at the office and another three days at home. 2D crunch time is always fun. Girlfriend is up in Cambridge so it's not too bad right now. I will be working less soon though. So close to burning out, I might aswell be on fire aha. Also, managing two French student's with poor English is great!…
It was pretty complicated. On a basic level, what I did was set up two different tile generators, and use a a lot of code to control the offset, scale and interstice based on the number of tiles. I made it so that each of the tile generators only showed half as many tiles as was input in the parameter plus 1, then flipped…
There are far, far too many cartoons a varying styles, tones, themes etc. for me to come up with any kind of conclusive favourite, so I'll just throw down a few that I think deserve mention on this list: [ame=" https://www.youtube.com/watch?v=P0ZuPvhsLYE"]Duckman - An Off Day Or Two - YouTube[/ame] Or for something…