Nice project! In terms of modeling you have a fairly clean lowpoly mesh, good work here. I think it could use more polys all around since you have very visible facetting, especially on the big round dial in the middle and on the corner piece with where the lanyard is attached. In terms of proportions you have a few errors,…
Hm.. I'm not sure here but maybe the only option you have is to select the edges which define the "thickness" and then scale them with pivot mode set to individual object pivots. Fastest way might be to quickly box-select all edges of one end and then box-deselecting any edges which define the length of the strips. Then…
Nice! Although if I were you I would have made tiling textures for that building. Also does that gas pump have a spec map? If not you should to get some materialy defination in there! and why is there a weird ridge between the road and the sand? I think you need to tighten up where the road and sand meet as well It is…
I actually find the arm muscles on the previous sculpt more appropriate for this character. The new arm muscles are so defined they suggest pretty incredibly low body fat & liquid content, which contradicts the big, barely defined, belly he's got. I think you should consider using more of a 'boxer' physique than that of a…
@Jessica Dinh - thanks for the links they will definately help alot @artquest - I decided against using that (muscle) model becuase the results were not what i was looking for. I definately agree with you that I lost some of the character when I modeled his face, so I made some edits! Hope this attempt better captures the…
The legs still feel strange to me, like... it would hurt to stand like that for me, so it makes me uncomfortable seeing it. Also the lower legs seems to be a different style than the upper legs. As for the muscles in the back, I feel they might not be in the completely right place. And if you're going to continue having…
No problem! As for planar changes - well if you take the time to retopo your mesh and build a nice polygonal base, you will have a lot of nice opportunities to really define strong volumes - because lowpoly meshes are just good at that. Think of lowpoly as a chance to use a strong chisel, instead of 'meltling' surfaces.…
Here's another possibility. Slightly more expensive, but might be better looking. You may want to try both and see which works best. 1. Transform PerPixelNormal into the same space as your tangent vectors. (if it's not in the same space already) 2. Define PerPixelBitangent as the cross product of Tangent and…
The engine handles the blending, you can define joint chains as "channels" (eg every bone in the heirarchy above "pelvis" is the "torso channel") then use the state machine to play anims only on that channel... so the "legs" channel can play run/crouch/walk or whatever while the body is playing fire/reload/taunt or…
Per128 - thanks for the comments. The chunky calves probably comes from having to push and pull the character into a pre-defined rig at work, which had seriously different proportions to the original model. It seems theres no love for the push-up bra boobs so I'll look into that one a bit later. ...and yeah - now I look…