wow, those weapons turned out great, esp the sword! are you free-handing the legs or looking at some other references for them? the warhammer online guys made a pretty good model of him that I think you should check out (also you can see the legs there)!
I like it! She needs more hips though. The top of her upper legs are unnaturally thin. She also stands in a very stiff pose. Maybe relaxing her a little helps. Spread the legs a little bit, bend the knees and make the back a little bit hollow/arched.
lol i definitely agree that the gun looks like the nerf pistol, but still, very well done! My only real critique would be that the space marines leg armor should be much bulkier, i used to play marines and i know how chunky the leg armor is lol
Do it Funky B! I iz to lazy :poly142: jez copy paste the code. hacking a maya command( constraints ) solution is almost always faster than mel math ( time to learn py ). Aligning objects is not expensive but if u extend to components interpreted mel math may be slow.
in CS and CS2, although this probably works on all version of PS: In the layers window Ctrl-Click a layer, then Ctrl-Click another layer *ABOVE* the first chosen layer then hit Ctrl-E (Merge). It will merge the bottom selected layer ON TOP of the top selected layer as if the bottom WAS on top already.
Hey guys, new project im playing with tryin to get in the groove of doing personal projects on top of work and stuff to get better. Just for fun. Still blocking out the main forms and kinda feeling him out. Not sure if i like the back legs yet and im considering making him 6 legged instead of 4... open to any sort of…
That tau warrior is looking great, only crit might be the legs should be a bit bigger. right now he is having pretty human proportions, in the concept he has some really wide hips and some pretty long legs compared to the arms.
Made a little future-ish flashbang for the final showcase renders the pistols going into. med res, med res wires, high-poly. Had a little play with Substance Painter 2s internal Iray rendering, think i still prefer marmoset.
subtool->merge visible this will give you a new tool with all subtools merged OR zplugin->transpose master-> TPoseMesh in this case you get a low poly so you can modify/move/scale all at once and then reproject changes onto originals
rad stuff as always! maybe i'm misreading this but it looks like the right arm and leg in the run cycle are moving in the same direction? usually the right arm is in front when the right leg is in back and vise versa. still looks really cool though.