I think most people would, but 1 chuck norris is going to cost maybe 1.2x an average artist, so when you only have enough budget for one character artist, your choices are either 1 average artist or 1 chuck norris. Of course, you have to attract the Chuck Norris, as well. I wouldn't advocate "being average" for anyone…
God damnit I wonder now if that's what that player did to me. I invaded a game 2 nights ago and went EVERYWHERE looking for him. He had broken all the vases so I knew it was a set up for an ambush or something but I couldn't find him so I did what I always do when people piss me off, I raise the bridge at the start and…
Will pay yes, was hoping to spend $100-250 (not sure if thats a good deal or not could renegotiate if this is alot more work than that) 1 Model based off of Lu Bu from Dynasty Warriors with the potential for more models in the future.…
Thanks for looking into this, almighty_gir! There is something really strange going on then. For at least 5 hrs+ the 2 UI panels on both sides of the screen took up about half the screen real estate in full screen mode, when first using TB2. I had gone in and out of the program several times. The text was large and…
I like what you have so far. I like that in some places you introduced some chaos, like the open windows are at varying degrees of openness. It's very clean and each asset is very much a separate isolated object that doesn't really look like they've aged together in the scene. The grungy awning next to a bright white wall,…
I think there's a few things I'd like to see- - the particle effects could be improved, to have more form, motion, and be less distracting. It'd be nice to see a burst off effect out from the explosion, and some falling dust and masonry as the environment crumbles. - Could the destruction be halved? At the moment the…
Looking pretty good for a first environment. It's always hard to match a hand drawn concept things aren't always mathematically perfect and reality, scale and perspective don't always translate like they should so some things will always be a little off. I think you've gotten pretty close, but there are a few things you…
There are a few things you could do. First off, did you use IK keys (planted keys) on the feet at one point? Maybe when making the idle poses? If you re-export those animations as "Key Per Frame" it should bake the IK and get rid of the problem. If that doesn't work you can do a few other things. 1) Go back to the "good…
Thank you very much Vig, it really helps also for notifications in other IC instruments. If you have an Editable Poly as BaseObject, the script completely disregards what's currently displayed in viewport and consider that geometry, so the vertex snap is based on that faces too and could look off. Do you think it would be…
I totally agree with everything that's been said. Originally your first mistake was when you made your reference planes, you didn't include a side profile, which you're continuing to do. You're having trouble getting depth out of your model because you have no depth markers. You have a set of two width markers. Personally…