His thumb has been bothering me. The end joint of it looks really stubby. Just from looking at my hand, the end joint is as long as the one before it (measuring the inside of the hand, from the thumb's insertion into the fat+muscle of the palm). Yours is missing the clear insertion point as well.
yeah it lofts from start to end and you can change that shape within the loft, from circle to square how will it decide where to start or where to end? unless everything should be handled the same, but i fear it's just not made for that as it's like 100 years old and not touched since that time.
This movie was totally enjoyable from start to end, had also get used to the artstyle first but in the end it just fits, with Rango prolly one of the movies i liked most watching this year. Only little nitpick compared to the comics its a bit tame, needs more Haddock swearing.
Thanks Bugo. Working on help documentation as we speak. I'm already at 16 pages filled with useful information and example images. Think I'll end up with 20+ pages. I will have spent more time writing the help docs than the actual shader. Hopefully it will be worth it in the end :)
Fur is a tricky beast, try to define ends of the fur and how it layers, rather than the leaf shaped clumps. Clay tube buildup brush is great at laying the foundation, then do a default clay polish to cleanup and then pop onto a Orb Crack type brush to sharpen the ends of the fur pieces.
The cartoon still has underlying anatomy beneath all the weird proportions. For instance, take a good look at your shouldes. While the shirt hides them, you can tell his arms still end up in his shoulders, whereas your arms seem to end somewhere else.
The T-shirt should have a seem at the end of the sleeves. Right now, where the shirt ends and arms begin it looks unnatural. Also, you have to decide on whether it's tight-fitting or loose. If you go for wrinkles, it's fairly loose, and you'll need a stronger shadow where it meets the arm.
Well ofcourse for sub dividing the model has to be mostly in quads. But not entierly, you can get away with triangles and 5+sided polys. BTW very important aspect is the amount of edges that end up in the same vertex, if there are too many it can end up as a nasty artefact kind of thing.
played through a couple endings, all I can say is: be harsh in your judgments for a crazy ending I was also suprised that the serum didn't have any negative effects, it's an uber-heal but the game kind of acts like it isn't healthy for you, I'm guessing it was something that got cut.
About time too! Seriously though, drive and persistence always pay off in the end and belief in that can carry you through the rest of your career. Best of luck to you and keep in mind, it will never get easier and the while the learning curve never ends it is still a fun climb r.