Just got word that [B]Pull My Tongue just passed Appstore review[/B]! Here is a pic of how relieved and happy Greg is Looks quite chill and happy huh, and you haven't even seen how happy I look :D
That does look great. They should totally include a B&W mode, or maybe sepia tone. I'm not sure I could play the whole game in B&W and it would be risky to stake your whole claim on something like that, but the option would rock... Good call.
I need normals of border vertices on object A to match normals of vertices in same coordinates of object B, basically to fix the seam without affecting object B. Tried noors normal thief and it does almost that, except there is still a small split that prevents smooth shading. Interestingly enough is that in-house tool…
I'm sure each studio has their own preferred methods of doing things. Ask them about this. You might already know how to do A, or maybe you're not so sure how to do B; doesn't matter. Ask them anyway how they like A and B to be done.
why don't you just remember the hotkey's :) You can also make them custom. I've got: p=perspective, f=front, b=bottom, l=left, t=top and then the custom ones: shift+b=back, shift+l=right. who needs a compass ;)
Did you mean Curves? Anyway an easier method is to just double-click the overlay layer and untick the "b" box. Anywho, you should also go onto your muscle layer normals and remove wasted space with levels on each individual R, G, & B channel.
Looks cool! i would go with A too, it gives to me more motion sensation, B is very static, also you could add the tubes in b model to the A but dont make it like 90º angle give it more "flow" like in the reference images, more curvature.
been meaning to clean a multi pipe for orientation fer years, however all mah macros werk fine and keep me lazy. till that day... hope dis helps: cly_oriental.mel previews ( ps. use freeze transform or world space for default orientation reset ) //for a single edge selection whose orientation iz desiredglobal proc…
Greevar is dead-on. At this point you need to focus more on form and topology before worrying about Zbrush and rigging. These pages on the polycount wiki need to be in your bookmarks: http://wiki.polycount.com/BaseMesh?highlight=%28\bCategoryCharacterModeling\b%29…