Hello Polycounters! In addition to the news about project Giana, here is a more detailed explanation of the work and problems we had with the morphing in our game. Hope you enjoy! :) Breaking the Morph, or How We Made Things Work Again Its so much easier to break things than to make them work like they should... This was…
Can you post a wireframe and give an idea of the things you're doing when you're crashing? Are you using autosave? That'll interrupt whatever you're doing and break things real quick. And are you deleting history periodically while you model? Long history chains are bad news. Beyond that I can't think of too many broad…
The chin is definitly taken from Carlos Ezquerra's work, but the body isn't. He always drew Dread with overly broad shoulders, a much slimmer waist and a pretty long torso. I really don't see those characteristics coming thru, except for the chin... It might be easier to rework the chin than the rest of the model? Unless…
Short answer: In the end, you'll need both. Long answer: I don't think you should learn one first and then the other, but learn enough of each to do what you set out to do. With that said I think it's important to start small and tackle something that you have a really good shot at completing, because success snowballs.…
OK: Pocket tweaks: Sweet, no problem there. Supplemental straps for the Y straps: OK I fess up. I saw them late in the day in the ref, and decided I couldnt be bothered. Lame of me! Youve noticed it, so Im putting em in. I see theres a lot of extra detail in their construction that I missed too. MP40 ammo pouches. OK,…
the blood is putting me off. I mean, THe gun looks so scifi and clean that you shouldn't have blood in there, because it's breaking the mood of it :D Maybe change the color to brown, and tone it down so it read more like dirt?
I'm not sure how many people create T&A style artwork solely to get views, probably very few, that wasn't what I was suggesting, but it is probably a consideration in some case (I don't read minds so I won't speculate further). I think the main reason people create any type of subject matter is because they like it, when…
Good read. He makes some good points. I mostly walk away with "why, what worked in doom won't be translated into modern shooters any time soon" Dooms mechanics would work but only in some abstract kind of game where realism is suspended. Player speed is cranked up, the need for cover is inconsequential because most attacks…
Its a very broad spread and I would remove the Sherman tank and forklift - they bring down the overall quality of your portfolio. The value of specializing is directly proportional to the number of people you work with, but your kind of generalist is totally viable in a small ads studio (assuming such places still exist).…
this is my favorite. Please finish this! my only crit just now would be that the gold outlines on the floor is too thick. Keep it classy! Also it reads as one massive piece of marble or something just now, maybe break it up as a mosaic of tiles.