Welcome! Your model (both versions)have way to many poly's and the newer version lacks any shape. I would advise you to trawl through sites like this and cgtalk and take a look at other peoples character art noting their workflow(you can learn alot by studying their wireframes).Sites such as 3dtotal also have great…
From the Wiki: It's actually not something you really need to stress about because if the normal map looks wrong all you got to do is flip a checkbox in either program. Or just output both formats at export time. IIRC substance painter is set to directX format by default. You can change that in the project settings. I…
Something I remember from Fallout 3 was that each hairstyle had two meshes; inner and outer. When an actor wasn't wearing headgear, both would show (or maybe just the outer?), and only the inner would be visible while wearing headgear. IIRC it looked pretty nice, most of the inner hairs were basically the same generic…
aside from the technical stuff; I think it looks great, and a lot like the concept :) The thing that stands out to me right now is the visualisation of the shapes of the weapon. It's hard to put your finger on, but if you look at the concept, it has a clearer separation of the values of the materials. Ex, the very clear…
why is everyone against structuring so much? i will sure as shit never let my kids play hatred or postal, or sit on voice chat in cod harassing people. IIRC the question wasnt "my kids like games a lot, they play everything, how can i take some of that away?" but instead "my kids are interested in games, do you know some…
I ran into something like this when I was messing around with UDK a while ago, and IIRC the height of the player changes depending on gamemode, so the height of the eyes in the model you have standing in the doorway may not actually be the height of the player's eyes when you jump into the game. It's really weird and I…
It actually looks like this is either the gamma issue or it's being applied as world space normals, my money is on gamma. Try disabling Gamma/Lut correction in rendering>Gamma/Lut setup. iirc you'll have to re-import the normal map after disabling. Method in normal bump node should be set to Tangent (it's the default so I…
Repeat after me: lens flares are evil. Having established that, you should know that the rays are caused by bright light hitting the lens, and is more visible with longer lenses and/or small apertures. The shape of the lens flare - whether the star which you (partially) have or the various bright 'spots' - is determined by…
It's been awhile, finally got a job at an ad agency doing some 3d/motion graphics work for an ad agency. It's not video games but its a step in the right direction! Anyways decided to buy corel painter and start sketching again in my free time to keep my creative sanity. 10min sketch of a random gun outta my head. I'm…
hey this is some great feedback. I do understand I extended the legs slightly and the head I made slightly shorter, I felt that it made it feel more structurely sound originally. As the head over extending past the front made it very top heavy and the legs didnt have a place to properly arc/rotate if I had left them with…