Her hands and feet look enormous to me. i think that's where part of the masculine look is coming from, not just the pose. Also her face is still not very feminine, and the shape of her head looks quite strange from this angle - too bottom-heavy, I think. Her hands don't seem to have any detail either? Really blobby and…
A lot of this damage can now be painted directly to the normal channel in programs like Sub Painter. So you could set up a brush to mimic ZB's trim dynamic for instance, or a damaged wood brush. And damage can also be directly modeled to these mid-poly assets(or automated using an edge-damage script)This and…
Well, I've started again from a previous build, but I've come to the conclusion that its probably for the best that I'll start over because i think I made some big mistakes in my topology especially in the nose area i think it should have looped down to the chin but i looped towards the ears (please correct me if im wrong)…
mortalhuman, its the same thing your doing except a more advanced shader and more shells. heres a list of features in the shader: -Tiling "grass blade" texture used for alpha. tiling it more makes more grass blades. -Grass color texture that gives it color variation. its uv scaling is not the same as the grass blade…
it looks neat but if that thing on the bottom right is the texture then you are wasting a BUTTLOAD of space. things like the roof should be a 16x16 or 32x32 tileable texture, same with a lot of the things like the silos, and vert light the areas you want blacked out or something. same with the garage doors. I'm assuming…
i have used the unreal 2k4 engine quite a bit with stuff. while the black shadows from the sunlight are not the best results using the ambient light settings, adding more lights that are softer to add a feeling of bounce light throughout the level will help you get your results. lighting is a long and tedious part of any…
Medestruit: Well,thats kinda silly to think saving 10 triangles would have ANY effect at all. What if it had to be drawn in the scene or has to be instanced (for the sake of argument) 100 times? wouldnt 1000 triangles be of no meaning? Wouldnt that have any affect on the engine AT ALL? I also dont think "simple" things get…
i think the vertex color shadows for the leaves are really not working. what i would do is make the leaves all be a separate object they have their own material anyway so you wont be gaining any extra draw calls by doing this. than set that object to "not" cast a shadow. instead build a little decal below the leaves and…
1. You do not have to use a biped. The default Quake3 engine uses vertex deformation only for it's models, so you can use whatever you like to rig them in 3dsmax, the bones or biped won't be exported, just the animated mesh. 2. Again in the default Q3 engine, you will have to split player models up into the…
Lookin good, very nice construction over all. If it was my model I would rig up the hips/rear and see how it deforms. It seems and I could be wrong but there might be some issues when the cheeks move away from each other, like in a walk cycle. Maybe another tri-stripe on each side of the crack might help solve that. But…