hmm, Ill give that a shot. The tutorial didnt really push the highlights too much :( EDIT: Started pushing the highlights and adding more browns/blues to the blade.. I feel like I'm not making any progress lol
Slowly getting there. I feel like you are only going half the necessary distance to implement the feedback, as a general rule, try and push stuff too far until it breaks, and then push it back to something acceptable.
you can push space bar to quick swap between viewports. So if you have the four pane layout you just push space and move cursor to viewport you want. It's just as fast, just different buttons
So basically you want to put a gag order on people. Mainly the people who dare to tell Gamers when they're full of shit. To be honest, I would probably be breaking the rules if I said the full extent of how I feel. So I'll settle for this.....Anyone who wants to call inclusion "controversial" and suggest it should be…
That is behaving as designed. Extrude creates new geometry and pushes it out. If it has a low value it won't push it out very far, leaving you with overlapping faces. What are you expecting extrude to do? Or what are you trying to accomplish?
Aside from what the others mentioned, I would push your contrast quite a bit. I would bake an AO map and use that as a base for pushing your hand-painted textures. The concept displays great contrast throughout.
err yea, per frame :P I really don't think the DS can push 240,000 tris/sec though. Most PS2 games don't even push 240,000 tris per sec (textured, lit, transformed).
Pea: Don't forget to push Palm beer too, strong wee beer that one, of course they don't have that here, thats the problem with belgians though isn't it, you dont push your beers as hard as the dutch do. r.
Welcome to the forums. Right off the bat, change the font in the video. It's hard to read. 3 walk cycles on a reel is overkill. You need 1, max. But all 3 could use some polish. You have a lot of weird curves going on, where it seems like body parts are hitting a wall and bouncing back. It gives your walks a jolty look, as…
A lot of the details currently are surface details. Getting in there and really adding some depth - peaks and valleys to all the forms could really help as well as working at lower subdivision levels and pushing the silhouette. Beefing up his forearms, pecs, and traps will very quickly change the silhouette and make him…