i dunno. game music has somewhat changed with the whole shift from system limitations to recording full orchestras (and the shift in composing with it) there's a lot of stuff like this, it's cool, but I forgot all of it instantly. https://www.youtube.com/watch?v=Gfxf4x3L1bs&list=LL9xFTJusnIncAkq0Ab7b3SA ...and now I'm…
rddr: that is horrible advice, seriously goldensly: I like it. if you are going to go for the more realistic touch, I think a few small details in the texture would help alot, the dirt overlays are kinda even and uniform, there should be a reason behind each dirt buildup. there should be some clean and (almost) perfect red…
hey seth. I'm also learning 3D so I can't really help out with the 3D stuff, but I would say to stick to the more exaggerated style of the concept-- for me that's what makes the whole piece work. but if you do stay with the more realistic style, I would thicken up the legs. From how I've read the concept (I may very well…
Others have already touched on it here, but it's important separate feedback on the creative vs. the execution of any work. Generally I'd advise newbies to work towards pretty tight concept art and style guides, if not realism, to remove the creative component and focus on execution. Your work tells me you're above that…
I like it. Played with four bots initially, will probably try again with a few more, see how it affects the flow. I think the pick-up placement and spawn points are good - I liked the way that collecting the armor could almost be a tactical choice (depending on the number of players) because of it's relative vulnerability…
Thanks so much for answering! I'm in the process of trying to follow your steps and I found this tutorial (https://blog.turbosquid.com/2013/11/06/making-a-quad-sphere/) to help me with the subdivision of the cube into a spheroid (I've never done it before) and I got to step 3 which looks like what you have in your step 2.…
You will be measured by your worst piece. To make it short, for a proper job, you will need to pump good new works out the near future. You have to leave nearly all behind what you did in the past, it hurts but that is the usual thing to do. Your demo reel is not presentable to be honest. Your new knight is at a good level…
Do you need to hide them because that's what you do with physique? I do a lot of skinning and I've used physique and skin quite a bit and I can't say I've ever needed to hide verts while using skin. Here's my typical workflow when using skin. Apply skin modifer, add bones. Adjust the envelopes to get the best deformation…
Great stuff everyone! Loving the functional printing @AlecMoody, what printer are you using? The smoothness on that abs sanding is fantastic. I've got a lot of prints from over the years but this is pretty good timing as I've just finished up this beast after two months of prototyping: To save the thread load times, images…
The hard edges are an illusion. The point is that after you're done modeling, you convert the instance to a regular mesh and merge the verts. Yes, this was done in 401 but 302 can do it too. Maybe I'm the only one who's never had a consistently solid experience with the symmetry tools. I'll symmetrize my model, go to work,…