Well here we are, I am finally at this stage. When I started this module I did not believe I would have managed to get to this stage, but here it is. Here is the animation in it basic stage. I see loads of changes and I may render a scene to two. Luckily the flashing of the polygons on some specific scenes are not that…
I'm living off freelancing, but I would probably consider myself to be at the top end of that market. I can earn a very decent amount of money in a short time if I put the hours in. I'm just wrapping up a six month contract, and I now intend to spend the next two or three months traveling and working on personal stuff off…
1st April 2019 This is a good point to put this project on hold so I can recharge my batteries by doing some smaller objects. I'd welcome any comments people on composition and lighting specifically, but anything else would be lovely too. Current Personal Critiques: * Red is pretty but overwhelming. Needs more variety. *…
If anything the object itself looks either like some kind of modern take on a storage silo, that or some kind of water purifying container of sorts. The holes might be access ports for tubes for emptying and filling the tanks, the ventilation like features might be for a cooling system. It looks very Brink-ish, so I'm…
musashidan my example isn't using an unnecessary step, it's comparing two methods, merging the hand to the arm using booleans and then merging the hand to the arm using dynamesh. Dynamesh is making a mesh that's way too dense even at a resolution of 8, there are extra steps I could take to rectify that but then that's…
YEah, and thicken that trigger guard. It's just not going to read that thin. It's a nice model, my issue is mainly with presentation. Turn off toolbag's skybox background so we can better see the high poly and reduce the saturation of color in the lighting. Currently looks like you're only using the sky's light source atm…
2-10-15 couldn't do to much over the weekend. Had to watch the house and I ran into a bit of a wall as I tried to design the throne for this. I'm still brainstorming unfortunately. I did model out a gothic throne but decided it didn't fit the room. Another change I made was I felt the room was still too vast. To fix that I…
The head on the left, with the cowl thing is what I have to work with, there is no bare head under what you see. Before I can think about adding hair, I need to have a working scalp that meets up at the front of the forehead. Her actual helmet looks like this. Using a 'flat' normal would be grand, but won't work for…
Thanks for the quick replies you guys. Now, to answer some questions: RazorBladder : That zookeeper is encased in a roach egg. Roach golems spawned from those. I did those too, but I don't have an easy way to show the roach golems off. SjetvsKerrigan : Those are actually Ferril's feet. She can morph her hands and feet. You…
It's looking cool so far. There are a lot of anatomy issues though. The rectus abdominus (six pack) is too wide, and the oblique abs are missing. The ripples on the side of the torso aren't quite right either... There's actually two sets of them that interweave with each other. One is the ribs and the other is the serratus…