One thing I've definitely noticed is that even the most technically versed artists can sometime become completely blind to their own assumptions. I think the Halo2/Pavlovich talk is an example of that. By focusing so much on trying to automate linear steps at all costs using a bruteforce approach, crucial aspects of art…
Hey @vilop1998 thanks and I appreciate the feedback! Admittedly, I hadn't really thought about the similarity between the enemy and player silhouette causing a readability issue but it's definitely a valid critique and I'll be thinking of ways to address it. Nothing is set in stone and the player character will be getting…
Looking good man. I like the thin slight boots, but they could use another ring around the ankle for deformation purposes. Her torso looks very awkward. Try to get the good S curve into it, right now it looks like she is leaning forward from the waist in a painfully awkward position. Her neck could definately use another…
I think that vertex colors is a viable solution for certain game styles. If you don't use lightmaps in Unity or Unreal I don't really see a need to UV unwrap the model anyways and both engines I believe can auto generate lightmap uvs. If you UV unwrap a model without any intent on using textures I believe you would just be…
@Slipsius, sorry for the double post. I came back looking for the 1st one the next day, and couldn't locate it (I'm new to polycount). Then I read the forum rules, and realized that I didn't label it correctly, so I assumed a moderator had deleted it. So I reposted it with the correct heading. Thanks for linking me back to…
Looking great, the weapons are looking slick! Speaking of rigging, assuming you're using Maya, can I recommend Advanced Skeleton? It's an auto rig that takes a bit of setup but it's my personal fav. It provides IK/FK switches for arms, legs and the spine and there are lots of resources on their YouTube. The skinning tends…
So I changed the form of the Ship a bit. I made it taper a bit more in the front to cut through the water, lengthened the masts, lowered the ship in the water, and I slightly changed the shape in the back and added a rudder. I also added a bit more rigging. The rigging is tricky. I'm looking at photo reference, but it's…
As I'd said countless times before, I was kinda stuck with the Epic rig. Until a little while ago, this was a non-negotiable point. The module this was for, however, is now over. When I have time, I may restart this project from the beginning with a custom rig. The reason he's wearing a jockstrap is because I didn't want…
Hahaha. my first day was funny. I was told by a friend who already worked there that id spend the first day or two reading documentation on the game engine and stuff. I get there, spent an hour or so going over my new contract and reading some documentation, then my boss came up to me and said ok, thats enough reading.…
hehe thanks. Taimaishu, Here's an very broad tutorial on how to do it with a character studio rig. It wont work with the animations that come with the game though. Its the same idea. If you rig it to the rig they give you it should work just fine if you copy the SMD animations over from another model.…