Well, a simple solution would be to reduce the size of your volume to take in consideration the collision cylinder of your character. This way you fake the delay with the distance. If you want something more precise, try 2 trigger volumes (One in of an other and try a double check tot rigger your event). Or you can try to…
I'm using Realflow for this one, I don't try Bifrost yet because i'm still in the 2014 version of maya but I will tcheck it for sure! Thenderson you're right! The acid has a bit of viscosity and I try to get this in the next part, the meshing. I will try to have a much more blobby and thicker mesh than this preview with…
I'd say try to finish this as soon as you can and try something new, go through what you've learned and try to apply it on the next project you're going to do. Always work from big to small, ie big details first , make sure the shape and the form is right. Before moving onto small detail so quickly. Good luck!
After all your comments i decided to tweak the model and try to match it more to the doa style. I got a lot of reference images and i started to work on the head. Also, keep in mind that im not trying to copy a DOA character, im trying to create a new one and the shapes and size vary between all the characters. * Texture…
Thanks! Its always nice to have people share rigs with the community! And these one's really look great. I'm looking forward to giving them a try later. Be sure to post these rigs and try sharing them in the "Community Rigs and Resources" page. http://polycount.com/discussion/184948/community-rigs-and-resources#latest So…
Try ww.rent.net? or www.apartments.com? Also look in the classifieds at www.seattletimes.com If it comes down to it, Try craigslist/seattle. Plenty of shitholes on capital hill near SCCC for $550~$600 I know cuz I lived there for some time...bleh. Try also looking at places near or on FirstHill too. Thats not too far…
Looks good but to make it even better try to make the bevels a bit larger so that they catch nice highlights at medium distance. Also, try to lock down the normals on flat faces as there are some areas where they dont look flat. As for the texturing, it could really use some object space maps (curvature, ao) blended in…
Recently I´ve been working on a water shader that looks stylized but still has some "physics" in it. The Shader is looking like this in game It has depth fade and some other interesting stuff like the fake reflections that move in a random way and look pretty cool. Now its time to keep working and trying to archive…
Hello, Decided to try and figure out how to do stylized textures and have quickly come to the realization that i do not completely understand the subtleties involved in this and that I am in need of some assistance in understanding this form of texturing. I have been trying to follow this tutorial I found on the polycount…
Today I really felt like that I wanted to learn how to sculpt, proper and good. Have been a box modeler for all my days, doing hard surface but i've always wanted to do some human stuff. So I followed some tutorials, without references :( , trying to grasp the basics and look of the human head. Just trying to get the major…