I can't fully understand the dialogue but just from his body language, I feel like we've all had those moments while working on an animation :) Overall the biggest thing that sticks out to me is that I can see where your keys are. Most of the actions with the body will move and then when they are done moving, stop and stay…
Is there a highpoly? Also could add a few more edges for anything cylindrical along the silhouette of the gun — mainly the drum magazine sticks out a lot. Its a larger element of the gun so it sticks out a bit more. Other than that and the visual discrepancies it is hard to critique any more until this moves further along…
Good pivot point placement as previously stated, Sticking to a grid system is also hugely beneficial when doing any kind of curved area. I'd also stick to 22.5 degree (90/4) segments for corners, you can go smaller if you like, just once it's evenly divisible so that you get snaps :)
Quick heads up. That motherboard only has 2 DIMM slots for RAM. Try to buy (1) 16GB instead of (2) 8GB. You will lose the benefit of dual channel; however, adding another 16GB down the line for 32GB will be super easy vs. having to sell your two 8GB sticks for two 16GB sticks.
An easy/quicker way to scan the planets I've found is to start at the top of the planet move all the way right (or left) start scanning with L-trigger and hold right on both sticks. Moves a lot faster than just moving while scanning. Rotates about as fast as just using the right stick to move the planet.
Oh also. And maybe it was just my bad luck but i've read it more often on hardware forums as well. If you are going to place more then 2 sticks on your mobo. Try to get them in a single package. sometimes if you use sticks from separate packages it can have a bit of instability.
Here's my blockout in UE4, did my best with the perspective issues. I ended up using a human basemesh for scale rather than sticking to the concept 100%. I'm gonna stick to the concept art style and keep the props simplistic so I can whack out HP's much faster.
At first glance...the facial part of the helmet sticks out too far from the side view. The chest does not stick out enough. Those are the main things I see when I look at this...I am sure someone else can point out the others but those are my biggest picks.
So far it seems like Stinger is the only one to even address the WHY of what makes things "easier". One of the reasons I want to try and break things down into their components of play is because you can work out how the game ticks. If you were to apply oldschool rules (like stinger said) of continues/lives to a game like…
Hey Phil, first off, cool art :) I'm just going to write down what's going through my head as I study your work. Gasoline enviro: Cluster vegetation together. Current it's scattered randomly and doesn't make much sense. Terrain needs some blended layers too. Current terrain material doesn't really look like realistic dried…