This was the first simple blockout I created. Since it was my first time using Unreal Engine, I had some difficulty getting the right proportions for each module, but it served as a foundation to work with. However, there were many parts that weren't accurate, and after receiving feedback, I focused on adjusting the sizes…
what about left and right on the D pad? That way you could use up & down to browse files, left and right to zoom, and your right hand would be free for rotation. . . though lefties probably hate me now.
When only 2 weeks into a level roughing... "This is wrong right here.." "That texture isn't right.." "The collision isn't accurate right there.." YA THINK!? "That would look cool with more bloom.." no, it f'n would not "Bring the hotness" "It would be cool if..."
I pulled some shapes and wondered if I am on the right way. Guess I need your help again, guys. Feel free to do paintovers or whatever this head needs to look right. (left is the new, right the old)
you may be right but its also got to look good while flying through the streets, and you wont be able to see as far as in these shots, its gonna be ahrd to acheive the right ballance, between noise and getting the right scale
Looking good! Right now the lip forms are way too sharp, is probably the only worthwhile crit i have right now. The internal forms of the hips look a bit weird, but you seem to be on the right track. Keep going!
I am not very good at polygon modeling. I am not good at polygon modeling, especially for objects that do not have clearly separated surfaces, such as an organic body. I am not sure what steps to take to create a model, and I get lost. I want to do modeling with the right mindset and the right procedures, even if I don't…