I'm not sure how close to the concept you are trying to stay, but here is a quick paint-over with some of the stuff I noticed. Red Lines The left side support spar has a much more gradual curve in the concept. Even accounting for the difference in angle between the concept and your image, that middle panel is much higher…
@Kewop Decam, I know this is a ZSwitcher thread, but I promised to come back with news of Switcher once we updated it to work with all the Graphite tools. Good news, Switcher 1.5 has been released yesterday and is compatible with all the new Graphite tools. As I'm sure you already know, some of the Graphite tools make…
Been working on some feedback from Oniram, mostly geo issues and matching the shape of the real life reference. I increased the bevel of the lip on the left, made the safety handle bigger, and rounded some corners to have the nice highlights you'd expect (my normal map was overcompensating for not enough geometry). Also…
Suggestion on making a <3 <3Polycount Smartphone App <3 <3 for outdoor browsering! Is actually a little hard on reading stuffs via chrome/web browser via my phone ... chrome/web browsering via phone :'( cons: 1. constant auto-log out from the web browser 2. unuser-friendly navigation on page (scrolling left to right in…
Moose, if you get a chance, can you explain whats going on with the weapons boning? There is a Bib_Ik Hand root as a child of the bipeds root, and its position is at the center bottom of the character. Then its children are the Bib_IK_Gun and sub children of Root -Bip_IK_Hand_Root (bottom center of character) --Bib_Ik_Gun…
To be honest, mate. I'm not really liking this too much. It looks very first pass to me. You left the sculpting phase much too early and everything is looking blobby and unfinished (especially the head). The tusks don't really look like tusks, the big one looks like someone wedged a banana into his face and left it there…
My vote's on Perforce. My experience with SVN is that it's limited in how many files it can handle at any given moment. I haven't had a single hitch with Perforce. Perforce is also integrated in to Explorer. If you've got the bandwidth with tools programmers look in to integrating Perforce in to Photoshop and your 3D apps.…
http://youtu.be/IziIY674NAw Hey everyone! Just pumped this out last night, a little something for any environment or prop junkies out there to enjoy over the weekend ;) Using trim textures to quickly create efficient modular kits is absolutely the backbone of most environment work, and even a lot of prop/asset creation,…
Hello fine folks of Polycount, I'm looking for some advice on how to pick concepts to work off of that are appealing to recruiters and the artstation community to get noticed and hopefully network and find opportunities. I've made 2 finished portfolio pieces so far (that are far, far far from perfect) but even in their…
Heyo, running into a problem here using Custom Lighting in UDK. While using Skeletal Meshes with a Custom Lighting Material, adding two or more lights into the scene results in weird shadowing artifacts. Hard to represent in a screenshot, however: The left cube is a static mesh. The right cube is a skeletal mesh. Both have…