Just an FYI guys ( @Arturow @_adamturnbull , and anyone else who's interested ), if you sign up for the Mailing list off my Store page ( http://www.3dfiggins.com/Store/#FreeStuff ) you can snag the Spiderman now before it goes public. Plus you can get updates and such on the web solution as well.
Thanks for the critique GhostDetector. I am definitely considering changing things up a bit, but before I go swapping chains and whatnot, im going to mess around to see what kind of stuff I can accomplish with ropes. I don't want to end up with a set that is too close to the original one
This is such a bizarre story; how the hell Langdell® manages to get away with this crap is unfathomable to me. That trailer is a complete rip-off from another game (the trailer originally released in 2007), Langdell just swapped out the original developer's logo with EDGE®. Source (also posted by EricChadwick few posts up)
That's exactly the problem I am posting about is that I don't want to make seven thousand different body meshes, one with no legs up to this point, one with no legs up to that point, one with no shoulders, etc. I'll probably end up doing a lot of texture swapping around in the final piece and cut corners.
you can select all your mirrored geo and apply a copy of the normal mapped material with the one of the channels flipped. In max for example the normal bump material lets your flip the channels on x or y or to swap them. Try which ever setting works. It's worked for me anyway. Hope that helps Alex
Another bug I have noticed aswell with this is that if you turn on "retain component spacing" for UVs, when you move the shell again the options swap back to it being off, so you have to go back to the options and turn it on again. Don't know if that is just me though... Just keep an eye out
Thanks for the suggestions guys. I have tried shaking it yes, didnt work. Ill try that repete thanks. Over on CGTalk someone suggested getting the same HDD again and swapping the circuit board on the drive... thats an idea I never thought of! Going to give that a try aswell.
As Slipsius said, it looks really good pre-timing pass. The only one big thing I noticed was wondering why the left knight swaps feet. It's a cool idea, I just can't fathom why he would switch stance during a fight and not already be like that.
Unless he's left-handed, you should probably swap the sword & dagger. It was typical to carry the sword on the off-hand side and draw it across the body. The dagger also seems a bit awkwardly placed; perhaps moving it to the boot would let you place the pistols in a better spot.
The swaying anim seems a bit stiff. I also imagine him tugging at the chain more like it's trying to get away. That could also make the chain feel loose, right now it feels more like he is on top of a rubber pole. very cool ward though.