Looks amazing, I'm not a character artist so kind of hard to crit. The only thing I could find is the arms look way too long proportionally, so is the rest of the upper body in relation to the legs but im thinking that's probably a stylistic choice. Oh also on the belt the wrinkles on the end seem too sharp to me. It makes…
No problem. Forgot to mention that for offline assets you don't always have to unwrap. There are many different material and procedural methods you can use with either basic uvw mapping or vertex-based effects. For instance in Max there is the tension modifier, several Neil Blevins scripts, Vraytriplanar map, Vraydirt,…
Some of those changes seem very subtle, and I wonder if it wouldn't be better & easier to do some of them in only the texture maps. Also, since the changes occur over the course of the game, there's really no reason to limit yourself to one texture map; you'd need at most two versions in memory at any one time, and for…
I think i'm wrapping this stage for now : Fixs : - Painted hair AO with green to match better the color scheme - Gave another pass to Gold adding more shadow - Painted sword - Darked pant straps - Blended the chest with the body adding AO, and painting the belt - Worked on chest colors. Right now i'm jumping to pose the…
Made some changes. The hand was too small, the hat was too small and the moustache was too thick. The hands were too small, initially tried to edit it but chose to start again. What is interesting is that Gandalf does not have old wrinkly hands. The hat was too small, the shape needed to blend more around the top of the…
Yeah I completely agree the poly count was ridiculous and I have managed to separate out the windows and reduce the poly count loads without affecting the UV much or the normal map. Yay! I am now unwrapping all the elements which is about as much fun as pulling teeth and my eyes will start bleeding soon but you know 7 days…
When I wrote an autorigger a few (many) years ago I made the export/skin skeleton topologically independent of the FK/IK/Blend rigs to allow for super optimised game rigs/rig LODs, it proved very useful for mobile stuff so may be worth considering. also, a pose mirroring tool a bit like biped gives you would be a fun*…
Great start, this scene is starting to come alive. A couple of points would be some graffiti on the walls and barriers wouldn't go a miss, lots of rubbish/trash on the ground trodden on newspaper that sort of thing. I think you need a blending texture for the grass on the concrete path to make it more realistic looking.…
Need for Speed and Forza do damage by just overlaying some generated or painted damage maps. They don't bake new maps for every single car. I think some of them also involve blending in some tiling crumpled normal maps on damage zones. Of course if you want to do some unique set-piece car (and not one that needs to fit…
Cool stuff! I would try and break up the repetition in the cards a little. Maybe adding some rotation over life / uv distortion? I think it would also help if you made the dot particles rotate with the smoke so that it looks more blended with the effect. I like the fall off of value that is happening from the center to the…