Finally got some time to work on this. Tweaked my base mesh around so it lines up with Varus' proportions. Fun Fact: Varus' non-bow arm is longer. Did a first pass for the face. Let me know if anything stands out as really off for that. Body Ref: Snapped these pics using (http://www.lolking.net/models) Head Ref:
Looking at beauty shots from film is not the best source Im afraid. There's soft light that softens everything, there's color grading, and there's also make ups that seriously fakes tons of shadows/hi light on the face. If you're learning you're better off picking pictures made for portrait drawing studies. These will be…
Cool head. Is his eye ball supposed to be that faceted in the close up shot? The rest of him looks pretty dense so I was surprised to see that the eye ball didn't get more polygons. There's a darkness to his upper face that makes me think there's some kind of shading problem, or maybe that's the intention of the texture?…
Awesome as usual, but like Brad was saying those ears need something. I don't think it's the shape and modeling that's doing it, it's the texture. Maybe some nice faked SSS in the backs of them, more blood flow like you have going with the rest of the face, lotta blood vessels in the ears, could probably get a bit darker…
Ads won't lower the price of games, why would it. You don't see comic books costing any less even though they are full of freaking ads. It would be just a way for the suits to save on cash, make more money and yes put more ads in our face. I like the fake ads cause they can be funny at times.... Later. Alex
Yeah I mentioned that it had been done to death If you read my initial post. If the game is really good then the fact that it's in a genre that's been done before is kind of an odd reason to not like it ( especially without having played it ). Lets face it, there are very few truly original subject matters in videogame…
Been spamming this one about a bit Rawr. It's all in there for the lazy --> Oh, and be warned. The old background story needs a rewrite, it's shite, lol http://davidhunter.gamemod.net/files/dh3designdocco.doc Warning! a few spoily bits are included in the public version of this document. You have been warned Anyway, I'm…
I just wanted to announce that I've updated Nightshade UV Editor to 1.3 and that it can be downloaded from Creative Crash. DOWNLOAD: http://www.creativecrash.com/maya/script/nightshade-uv-editor New: -Manual added -Randomize shell functionality added. Randomizes shells on an individual shell basis! -Snap shells (9…
You're hunch is correct. Having needlessly complex collision will have to track more faces on the collision mesh and things that don't need to be part of that collision are now factored in. Players can get stuck on things and a player capsule might pass a long a dozen or so faces when sliding along a wall where a single…
It's more of an issue with hard-surface unwraps. The reason is aliasing in the bake. On a hard edge baked to a normal map the aliasing is much more apparent, especially at lower mips/resolutions. Stacking/overlapping islands is a vital part of the workflow if you want to unwrap/bake/texture as efficiently as possible. Any…