ah ok. agreed with mkanderson.. it is feeling a bit mirrors edge-y. masybe if u take your environment color to a bit more of a saturated blue.. and have the emissive lights give off a fluorescent blue tone as well, they may enhance the scene a bit. also i was really digging the red tones you had on the wall pieces in your…
I noticed that too, and I'll make sure to make her face more lux-y my issue with the staff is that it disappears when she ults in this skin, which is what she's going to be doing I just haven't added the effects. Should I still add it? I could make her other hand hold it or should I put it up front? oh yeah and I'm a dude…
Hey guys, thanks a ton for your feedback. Sorry if I'm not providing a clear enough perspective on what's going on. I tried again and took more workflow screenshots to show what I'm doing, hopefully that helps (they're attached). I also tried the unlocking normals you mentioned, Bartalon. Crypid, I'm not sure what you mean…
This is a useful tool, but you want to look at averages, not singular points of data. If you want a good idea of what you'd make in X discipline in Y area, look up all the employers in the area and look at all of the positions, and don't forget to compare them to the Game Developer Salary Survey. There are a lot of hard…
The modelling looks solid! My crits: -Everything looks like it has the same width. Id go in and give some variation in the y axis -The concept generally is quite bulky, and your model looks really slender -There are some proportion issues that should be dealt with. I made a paintover (took longer than i wanted :P). In my…
Just to chime in, I think the new hips are pretty much perfect in regards to proportion, and to widen them further might be pushing it. I do feel like she's missing a little fat on the inward facing section of her upper arm, especially if you compare it directly to the concept. Her current arms look a bit sinew-y. Looking…
Yeah the gun was a big issue, I had it on the front also and it was stretching. It seems is is from not keeping some of the uv's the same proportion, I would scale some in the x axis but not the y. So pretty much I should try and scale everything uniformly for the best results unless I just the realx and smooth tools.…
@howl and cgartland- thanks for the kind words! @Sixoul that's just a result of it being a low res screengrab out of maya viewport - no fanciness there so it gets kinda jagged and alias-y. I had a little more time to work on this guy last night, ended up focusing mainly on the face, still lots to do though. And here's a…
Nice. I do agree the hips are pretty narrow. The calves don't bother me as much tho. If you are in that area maybe look at the knee cap too. It seems like there is a raised Y shape there. Not sure what that is. I feel like the top of his head is kinda tall. In the gray version you can see a somewhat of a raised area in the…
Under UDK if you use the tileshot command with a x and y tiles number (tileshot 8 8 for example) it'll render that many tiles at the viewport size and stitch them into a single bitmap meaning you can get huge images. 8 8 at 1280x720 = 10240x5760 If you have any text on screen though it'll be in every single tile so make…