heya, interesting concept man, any perspective renders? I'm not sure what pectorals should feel like, the texture with the hard cut ins make it feel hard but on the other hand the sculpt seems to suggest its a soft mass. I hope I'm making sense here.
Thanks for the response. I do want the butterfly/mirroring effect in this case but not the seam. Can you clarify what a material finish filter is? I'm using the brushed aluminum material in Painter. It really seems like a left-hand/right-hand tangent space mismatch kind of like what is described for Maya…
yo, nice progress so far. that handle is gonna look like poopoo when you get a normal map from it. not because it looks bad, but because the normal map would barely catch that detail since its so small and it seems like it goes straight in very steeply. you should consider another handle design, one with more varying…
Yeah totally agree with Pior. This is a testament to hard work and co-ordination. Not only is this the best 2d simulation in games, it blows everything i've seen in actual animation before where they are using 3d to blend in with the 2d animation. Kind of interesting to see how wrong i was with the hand animated shadow map…
Your third person animations are good but the first person animations need alot of work man. -the guns look like they're floating they need more weight. -Origins are ugly they don't work really well you need to edit them look at references. - lots of static movement. - add more snaps!!!!!!!!!!!!!! when he pulls the mag out…
Yeah hands... i hate making hands, one of the easiest things to mess up. Anyway, for your first character i think this is shaping up very well, its all just about practice and research. When i started learning how to model human forms i went through a load of anatomy books, also images of naked females arent hard to find…
Collaboration in a team can be difficult. Everyone has their own tasks and priorities and this causes friction, especially if you're depending on someone else to prepare test builds and need to wait for them to finish their work before you can continue with yours. This article…
Buff up on texturing and materialing too. Just look at how the surface response changes across a real world object and try replicate that. A lot of your guns are look freshly made out of the box, it'd be nice to see worn varnish down to wood on the stocks, grime cutting into the specular on the main metal or slightly more…
Haven't played Fallout 4, but multiple planes stacked in a nice arrangement with a hand painted texture and alpha mask would probably be the way to go.