spec i've never had any problems in my years making games with 5 sided polys (unless you are mesh smoothing then they could cause problems) but as long as the invisible edges are not doing dumb things it should all be fine, and besides the 5 sided polys are by far the least of this chaps problems. one thing i had to learn…
The arm covering on actual gladiators covered the entire arm, sometimes including the hand, and often included a rather elaborate plate over the shoulder to protect the neck. Leg coverings were also minimal, typically leather greaves or wrapped cloth, and were sometimes heavier on one leg (typically the off-hand leg that…
I see, man that's helpful to understand the process. The amount of detail he can put in and control and a lot of his curve tricks looks like things I can pick up and learn during the high poly detail section. Added to my sheet of things to look into and read about. Appreciate it cheese. My thoughts currently are that the…
@Blaisoid whats wrong with the lips exactly, too thin? The legs are about right where I want them but could be a tad bit more muscular, thanks. The pecs connect to the shoulders too far out and it creates too much taper that makes the legs look much thinner than they are (and the first naked picture is tilted down).…
You have some nice variety! Biped walks are tricky, quadruped walks are even harder. Reference is your best friend in this case. The thing that stuck out to me the most was how little shoulder motion there was. As the leg takes the weight the shoulder will rotate up. Also keep an eye on the back legs. At the slowest speed…
Just a couple of things that jump out to me immediately. First, the legs. Typically in tv when a female spy is introduces we get a shot of her legs and then the camera pans up accentuating their length and shape. The legs on your spy are suitably long, but the height of the knee is making them look shorter than they are.…
The reason I didn't float the extrusions is because I wanted to keep the side of the mag as a continuous UV island — basically, seams are the worst. Floaters also risk more aliasing and waste UV space. Also, using floaters isn't that much cheaper. I did a test bake with that too, and it ends up being 1584 verts for the…
Why you have so many separate texture sheets per character? I'm no pro but it seems odd to me. Also, your texture sheets in general leave a lot to be desired - you're not utilizing your space very well. The first character is especially bad in this regard. I do agree that the first character is kind of weak, and two…
Really nice work here - the Beast one has some really nice elements to it and the balance of detail is just right. Only thing I would say about the six of clubs model is that the legs look a little off to me, like they don't quite belong to the upper body. I'm guessing it's because on the upper body you have the amour on…
From your screenshot, it appears that you're translating the knee joint in space rather than rotating the joints. Thats why the area of the model skinned to the first leg joint is still pointing downward (rather than toward the knee) as it hasn't actually rotated. Also you seem to have weighted too much of the upper leg to…