Hey there, I really like your concepts, here's a few ideas: Maybe a more animal like leg? Like a goat or deer. I think it would read better as a Faun. Or transition from human leg to deer legs towards the root-feet. I think the distance from the knee to the ankle or the ankle to the feet needs to be shorter to balance her…
In the past in used to put all my CG in one big folder but it quickly became a mess. Now I use a folder organized way, a bit looking like this: -CG Folder(root): ---NextGen assets:Project Name: GFX (modellers scenes):Clips (In case of clip usage in Maya for instance)TEX (Textures):PSD-Sources (As stated in the name)RES…
I really like the idea, right now it feels like a proof of concept model. Moving forward you could possibly work more on your flow and composition, currently it feels a little mashed together with no visible lines or composition. I recommend making sure its spot on before moving into detailing. The idea itself has great…
K, i have a problem loading custom models in the preview window. The Filebrowser isn't showing any files: Here it's not even showing my drives etc, just an empty white screen. The same thing happens when loading maps via the preview window. I'm using the latest version, 4.6. *edit When i put an obj file in the root folder…
http://www.xbox.com/en-US/community/news/2007/1005-bungie.htm [ QUOTE ] "Our collaboration with Bungie has resulted in Halo becoming an enduring mainstream hit," said Shane Kim, corporate vice president of Microsoft Game Studios. "While we are supporting Bungie's desire to return to its independent roots, we will continue…
I get this feeling that Im kinda pushing the details or busy-ness in the textures a lot, and if I jam a bunch of rocks and torches everywhere it might look too packed... and become unreadable in the wider shots. Ill see what it looks like in the flythrough, perhaps you would take time to view that as well... I see what you…
So there is a pretty big difference between a skinned and non-skinned mesh. So your test cube will need to be skinned to a joint in order for your testing to function. If it's a non skinned object, it will use the scene pivot as the objects pivot. Usually you have to move the object to the scene origin, export and then…
[ QUOTE ] Vertex animation seems a bit expensive for something as easy to animate with a bone such as the breast. Especially considering half the vertexes of game models are usually in the beasts anyway, that's a lot of vertex data. [/ QUOTE ] Well it's still using md3, a vertex morph'd format, and nothing new has changed…
I don't currently have access to a tablet to draw over with, but the main thing that stands out to me is that he is leaning too far forward. I know that walking is basically falling forward gracefully, but I think it could be toned down slightly here. You could also try translating the root forward and backward slightly as…
Care to expand on why you've come to that decision, what type of work you're doing etc? Often times I feel like people think doing crazybump normals is faster, or more convenient etc. However generally the root cause of this is that they are simply slow when it comes to high res modeling. So it can be a lot more productive…