How you split it up boils down to two different compromises. Number 1: between easy usage and creative flexibility (dropping in whole building vs. being able to combine small parts into different buildings) Number 2: compromise between number of draw calls and triangles that need to be rendered. Ther's a limit to both that…
Yeah, go with 8 if you're making a superhero. I think the current height is fine though depending on what you're doing. 7 heads would probably be an ideal person, around 6 (this guy seems to be about 6 or 6 1/2) would be about normal maybe a little short. Nothing wrong with that. The arms are definitely long. if you cut…
I think you're doing too much work to achieve what you really want. You've hard-coded your joint names into your Mel, which leaves your script very local to your current application. Check out the code below which will toggle visibility on and off of descendant joints for any rig you are working on. // I've heavily…
Did a little maxscript for both dimetric and isometric "squashed" (30° and 35.264) from OP mel script. Then adjusting the camera FOV seems to be the easiest way to get the sprite size you want. It's kinda tricky to get the perfect 2.1 tiled shape tho.--isometric--settings for 118*60 sprites( --create cam myCam = Freecamera…
Yep, and the person giving the crit needs to be able to deal with having their critique rejected just like the original poster has to deal with their art being rejected. A person who gets all butt-hurt over their critique being ignored is just as snobbish as the person who gets all butt-hurt over getting a critique. It's…
To be perfectly honest, I almost replied to MagicSugar about that comment, but decided against it. There's a lot of perceived ageism in this industry. However, this isn't usually down to a numerical factor e.g. you're 28, so there's no way you could possibly handle the duties of an entry-level artist. When most people talk…
I'd say it looks like you know what you are doing, just need to kick it up a notch. 1. Finish some more characters all the way to low poly in engine, no more Zbrush busts. 2. Larger images grabbed from Marmoset or UDK. 3. Rig em all and get them into some more dynamic poses. 4. Need more polished texture work. EDIT2: Seems…
My recommendation would be to stay away from existing IPs as much as possible. IP license holders are usually in the difficult place of sending out cease and desists to every derivative project they hear about (even ones they like), because not doing so could set a dangerous legal precedent for them. What's more, you may…
Thanks for the link Adam, I actually found that one to be more... intellectual. I mean of course you always watch these videos with a big handful of salt, but the fact still remains that it does get you thinking, and may introduce new ideas or opinions that hopefully sparks your interests into learning more. The whole part…
Hexify (and anyone else that commented) did a great job. Just thought I'd throw a few other things your way. I do want to echo the camera though, that's important to fix up, perhaps the most important thing that you want to fix. Other than that: - The punch at frame 12 needs some follow through. It stops abruptly which…