One of the recent practice work I've done for checking Fusion360 to Painter workflow. So I've made drone greatly inspired by "Cyberpunk 2077" and Deus Ex franchises. Some more pics here and Marmoset Viewer stuff: https://www.artstation.com/artwork/Bmkxgl
http://www.scriptspot.com/3ds-max/scripts/hard-edges Or for the ultimate control over smoothing groups/hard edges there's this: http://www.polytools3d.com/tools/polysmoother/index.html It's not free, but it's from the same dev as the fantastic Polyunwrapper plugin. It even has the visual polygroups from Zbrush. :)
Yeah, I'm amped for the deployment, and potential work I can get from it. It's what I do. So for me it's not a problem. For people with one machine, yeah, I can see it being a bitch to dev for using UDK with the Boot-Camp stuff though.
Not to mention the fact that many buyers are not professional studios, but indie devs looking to flip assets and make their game with as little cost/effort as possible. Mobile in particular; don't underestimate the fact that every mobile platform is flooded with literally thousands of shovelware games per day.
Dem boobs seem too big, but maybe it's just me. I'm scared of huge milk factories. I really dig the texture work, especially skin. Topology on some static parts seem really strange, but maybe it's no big deal as they won't deform.
that link to hippydrome is amazing.. I've never seen such fluid rigging.. really amazing. thanks for that. And as for crits.. those two have pretty much nailed the important things.. I would def. say learn the principals and live in the graph editor. he is your friend.
Yeah Per totally agree. I def should have taken the fan off before shipping and I had in the past. Ahh well. I did take out my hard drive and I kept that with me in my carry on so no harm there.
You have a developer comments section on your workshop item that is used to communicate with Valve. You can try posting in there saying you submitted a revised version using the importer tool and see what happens. Dev forums could also work too.
lotet, thanks for your crit mate, u're only the one who is reacting, thanks! :) i updated the renders, u're def right about scary eyes and made a little tweaks on the face and hair. the new renders of interior will come a little later... thanks!
I would def put warmer tones into her skin. I know thematically she should be pale skinned, but having a nice warm alive skin paired with all the cool colors of her outfit would play off each other well.