cool! If you set the pivot to pin and to component mode for a group of faces, maybe you can simply snap the work plane to that pivot orientation.. (thereby snapping the workplace to a group of faces average). storing the workplane orientations would be pretty cool. just like the pivot make sure the work plane can be…
The car still looks pretty organic. The front is weirdly curved and the back is wavy for instance. Good ol' Sub-D is in my opinion still much better for hard surface stuff. Zbrush will make your topology a mess and cleaning the model will take as much as time as if you would do the Sub-D in the beggining. Just my two…
Just one random thought on your Emberheart character. I'm going to guess that's a cigar coming out of his mouth but the texture and angle is a little confusing. I'm also not quite sure what that thing is coming out the end of it. Is it supposed to be dynamite instead of a cigar? If so the zebra stripes are causing too much…
here are mine couple cents :) Czech tank T25, a prototype, no actual vehicle were built Credits: about 70% of hull as well as chassis were already normalmaped, rest by me, tracks model were already done completely - unfortunately no credits available Japanese tank Type 91 Credits: Base lowpoly geo and uv's were done by…
This is really starting to shape up (as if it was ever not in shape ^^), but you get what I mean. ^^ Looking really cool and moody! One thing that's bothering me with the scene is both the material/texture on the protective cloth on the furniture because it looks too clean/artificial, as well as the fact that none of the…
Hi, I just have a question -n- comment, that has been on my mind. Is the more transparency and the no more radio silence only valid when someone ask what's going on? How about a weekly progress reports or even better a developer log, that people can check daily. For example here is two versions of Blenders gooseberry…
I'm not an FX artist, but I can lend my 2 cents. I think it's looking pretty good! There are two things that stick out to me. 1- The center is quite dense and bright. This might be fine in game, it just sticks out when replayed repeatedly. 2- I think the cylinder that shoots up dies very quickly and could also start…
hey Brian, cool start man. Here's my 2 cents - The lower arm and especially the hand are looking too thin. The quadricep shape going into the knee looks like it's tapering off too early. From the front, the upper arm is looking a little bulky compared to the shoulder and lower arm. The rib cage also appears to be sitting a…
i dunno about anyone else, but when I think of anything on a pirate ship... I think it should look used, and that cannon... it looks brand new to me. you need some sword cuts, maybe offset the wood a tad to show its been fired. put some cuts in the wood. I mean, they do steal the stuff from other people... and were…
In your reference, the rocks have much sharper, much more deliberate cracks and separation. I would aim for that. The ones you made seem much more like old stone walls rather than a natural rock formation. That's what it reminds me of. A good way to achieve the sharp cracked look is to start with smaller, geometrically…