Thank ya. Just a note, all the "sunlight" in the photos is actually a flash outside on a tall stand. I wanted a unifying element, and the sun is going down to early these days to catch it shining in like this perfectly, so I just moved the flash to a good position to shine through the window for each photo.
My only crit is he looks more like "Ancient chinese army" batman than viking. Looks like he's wearing almost the same thing as the terracotta warriors with batman elements on top. The helmet also seems very samurai to me rather than viking, probably because of the black.
Pretty damn cool Teddy. To add more comments about her proportions, unless the aspect ratio of my monitor is borked, certain elements of her have a vertically elongated feel. Like her head and torso too tall in front ortho. It's a pretty good job overall though man.
Official hasbro toy. I thought it moved like a walking bat when I saw the movie. Now that I see it clear, most elements certainly look like a bat. Interesting stuff. Though I thought the beast had more girth in the movie? Looks like this one is on a diet.
I think why people get pissed at stuff like this is that they possibly think that a game that could be excellent, through laziness, is turned in to an average game(graphically at least) Its not just about the environments, it's about the whole package and if any one element is lacking, then people are savvy enough these…
I love how the solution for every bug in this expensive software is always, "Wipe away all your settings and workflow considerations and that should be fine." Well I'm working in a stock environment, so maybe just fix this decades old bug? *Thread closed* Anyways, I do think it has to do with the multicut tool from the…
Current WIP for Sylvanas! Still blocking out her armor and re-adjusted some anatomy. Trying to get a feel of all her main design elements together. There are still some armor designs I gotta get in there, but I'll be moving on to blocking out her bow and quiver next. Some before and afters:
Thanks Marshkin! After re-examining a lot of those shots, it does seem like they paint a lot of the lighting detail straight into the diffuse. I'll try to go back and bump the contrast between the elements a bit more. Trying out sketchfab as well, if anyone wants to take a closer peak.…
Basically you have to re-rig elements that got broken. So deformers won't transfer from Maya to Max as they won't be recognised, and vice-versa with Max's modifiers(except skin) to Maya. Do you just want to transfer animation data to Maya for rendering, or do you want full control of the rig?
Rough geo is in now. I'll have to adjust some of the background elements and grid, in order to get the scale correct to the comp. The distant bg will just be a matte painting. Once I get the scale entirely nailed with all this place holder geo, I'll start working on the real assets for it. Here's the rough geo block: