Overall the whole figure seems a bit stiff, remember the curves that appear in the legs and arms. Also even the most ripped person has got some fat, especially around fatty areas. http://image.slidesharecdn.com/chapt06ppt-130116210258-phpapp02/95/rola-a-hanania-13-638.jpg?cb=1358370213
The things in the viewport don't use the CPU, it uses the GPU. Doesn't matter if you have an i7 or an i-95 until you render. Realtime viewing utilizes the GPU, and like I said, mid to low GPUs will slow down when you start bumping up poly count in High Quality.
Do a bearclaw (copy all visible to new layer not sure what it's really called), sharpen that and set the opacity to 95%. It'll give the texture sharpness it's lacking. Also do a levels adjustment over the top and make sure you don't have any dead space (flat lines at the ends of the graph).
I started a thread some months ago, about how I don't really know where I would post my shaders/vfx for critique or feedback. Right now Technical Talk is 95% people posting their scripts in Max and the likes, which is not the kind of technical art I'm looking to post.
I am very impressed with your forest fire scene. I have one bit of feedback regarding your daylight scene. I think you've set the frequency of leaves falling from the trees too high, I'd recommend lowering the spawn rate by 75-95%. Very nice work.
its not my business but id recommend spending your precious time on better subjects like real weapons, holding more aesthetic value, challenge and recognize-ability. Even if you model and bake this perfectly, its still a weak design dragging your piece down, just like 95% of concepts
Haha what, no scripting? I can't believe they even consider that viable for anyone to use... Maya is much harder to use without a bunch of extra scripts. And 25k polygons is just weird... It's also slightly too low for what I would consider not an issue in 95% of cases, 40-50k would've been better
D4V1DC: Right on! Here's the new model I started last weekend. At this point, 95% of it is MAX, the only thing left of original dynamesh sclpt is the pelvis and spine. Will retopologize those tomorrow probably. After that it's just a matter of filling all the empty spaces with some crazy mechanical stuff. By the way, the…
As far as the bug issue is concerned. The game is highly playable. And 95% production ready in terms of the levels that we created. The last two weeks there were over 300 bugs that were solved. Alex, the Level Designer, and I were at the booth a good 85% of the time and only noticed 2 major bugs related to gameplay. :)
yeah copying through the camera is terrible. My CF got corrupted last time (my fault I guess, cheap knockoff CF), and I couldn't even read it anymore through the camera, came up as blank. When I used a reader I managed to save 95% of the pictures I took.