hey guys I've gone back to an old project I started when I was training which is an old water well. I originally had photographic based textures on it but the bucket was very painterly which my tutor thought was a good look .... ssoooo i'm hand painting the whole thing now. All has been going fine but i'm seriously…
Rigging is a big subject. There are particular gotchas with game rigging, that don't apply when rigging for film or rendering. I did some searching, it's amazingly difficult to find the info that is specific to the pitfalls with rigging for games. Here's some info worth reading. It's for Maya but the same principles apply…
You could save some polys by making the wings/flippers 2d or even alpha mapped if you wanted to be really frugal. I'd doubt at the (presumably) DS res, you'd ever notice the difference. If you smash a 512 by 512 texture down to 128 you're going to lose every scerick of detail and wind up with a big mush mess. Paint it at…
Hello everyone :) Recently made a scene in Blender, completed it but there's something that looks off but I can't put my finger on it, I want to achieve a realistic look. Any feedback would be appreciated =)
@Toureiro thank you for the feedback! You are certainly correct, I don't know what was making me think the road was dirt. I changed up the UV tiling like you suggested and that helped a lot, but I still need to do another big texturing pass. I think the big white tower needs adjusting, I want it to shine more without…
another update~ she's still largely a wip; I've been focusing mainly on her body and not so much her head or tail. (excuse her elbow, not sure what happened there o_o) had/having a few hiccups with her musculature. I want to stay fairly close to the concept while still making her somewhat believable. I reference a few…
(MASSIVE IMAGE BELOW) Damn roommates keep dragging me out of the house to "enjoy summer break". I just want to work!!! lol. Anyway, quick WIP breakdown. I think I'm about done with the diffuse, but i want to add something to the back of the big disk, right now, its very plain. Maybe add a few more of my own little details…
I dont have any real trouble positioning biped hand bits - I start from the shoulder and think in terms of orientation rather than position in this case I'd use a dummy/point helper positioned exactly where i wanted the hand pivot and align the hand joint to it while scaling the forearm bone I'm all in favour of building…
Here is the next WIP, I added some more detail to the support beams as well as make them thicker, I increased the size of the grates (they still might need to go a big bigger) and I started work on the left wall. I know these images don't quite fit the border, that is because the PSD file is setup for renders from UE4…