The head in the concept is very small for the size of the body - it seems to be 8-8 1/2 heads tall, compared with your own 7-head height. The cuts in the final image seem to bright, almost emissive.
Thanks Eric. Not sure this engine even supports specific motion blur on objects. There might be slight confusion though. The initial object has to be able to turn into 8 different formations, not split into 8 different objects.
I like 8 and 12, they seem the most functional as a support pillar. the other ones seem a little too random or lacking purpose. that circle in the bottom of 8 would look great housing a spinning fan.
If you do a lot of baking an i7 might be worth it. Also the next gen consoles are going to have 8 cores, so games might be optimized for 8 threaded processors in a year or two.
are you also trying different proportions? cause some are squished and stretched out. Id say go with normal or thinner proportions and number 1 or 8 for suit, 8 being my fav
just did this one for someone. NES style restrictions with 8 x 8 block background assets, 24 visible colors that where chosen from a 54 color palette and limited sprites.
2008 or the very old version 8 ?!? As TexTools does not support max 8 simply because its a very outdated version of max. About 70% of the tools really require max9 or better.
Hah, thanks Downsizer and Lord Switzerland 8-) Cman, the oblivion stuff was done, one week per asset, in my evenings, so I'd say roughly 6-8 hours total.
Actually I think 8-10 years without a diploma in some cases. Usually 2 years exp = 1 year of college, so if the job requires a 4 year diploma, 8 years.
Why not? It's the future! 8) I see what you mean though. It's supposed to be a spec effect, not really mesh. It's what Brad was talking about with the noise. Makes it look like a bump effect. 8/