I'm all for critique. But have you thought about learning it yourself through observation and measurements? Grab a picture of a body you want it to be and dissect what is different with your model and the reference picture. I mean, I can tell straight away that you have used very little reference, or used it in the wrong…
My method is to make a basic skeleton for a character and bind with default weighting. then I set a keyframe for the joints in bind-pose, and a keyframe in my desired pose. moving back and forth between these two positions I can smooth and fine tune the skin weights to make things look good for the single pose without…
here are some paint overs i did in photoshop. the first picture is of the silhouette with the green lines showing the old outline, and the model being my updated liquefied version. the second picture shows muscular anatomy guidelines you can look at when you sculpt also the blue color indicates some subcutaneous bone areas…
Her stomach is washboard flat, which looks odd, especially when you stack it up against the curvature of the spine. Women have intestines too. Overall, I would say she looks very top-heavy which I think is largely in part to the length of the torso. The forms you have really start to break down in 3/4 view. I'm assuming…
cool, i will try some co-op, my brother said about the same thing as you doc, that the game is much more fun in co-op and i havent really played gears until i get in there with some of my buddies. does anyone know if the PC players can play co-op with 360 players? seems all my friends that play have the 360 version. on a…
Unreal 2.x had a limit of 4 bones per vertex, but a lot of things used one per vertex except in those stretchy areas. Weapon meshes were often one bone per vert in pieces, and UT2k4 included internal render optimizations for segmented meshes with single bone per vertex weighting. So sure the engine is capable, but the more…
Not sure why constraints wouldn't work. Make sure you do the selection in the correct order (constrained object needs to be selected last). Might also want to check the hypergraph to see your connections; if you get some weird cycling connections, things may break and not work as expected. So for example, if you get…
Thanks for the replies, I never would've guessed that you had to increase your subd levels, is that what everyone does to get good results with zremesher? I was reading the docs and in there it said that it suggests that you take your model down to LOWER subdivisions. Anyway I kept applying your guys' tricks and never got…
One thing I'm definitely not liking about these leaked TF movie designs is that all of the robots look surprisingly frail. I understand that they aren't out to clone the G1 designs, but the robots themselves seem almost like armored skeletons rather than mechanical 'people'. Take a look at the new Optimus Prime: Narrow…
thanks for the awesome crits guys.. really appreciated! I havnt really been able to make any changes to the mesh since last time since we have to make all these small deadlines (arm, torso, leg etc.) so i been kinda out of time.. We will get some time in the end to go back and tweak the mesh so im just gathering all input…