You've made no mistake. It's a limitation of actual bakers that causes this issue on uv splits. In a normal map, each pixel encodes for a direction. To prevent artefacts due to texture filtering/mip mapping, the baker extends a bit the border pixels of uv shells (known as texture padding). But it actually just duplicates…
Thanks for the feedback! I will try boosting the saturation. As far as the pose, I think I will keep the arms extended in this case, because I think their arms will often be fully extended in the game (running on all 4's, punching) I have given the spine a more natural curve on my next character, which I will post here…
Thanks for the help. I see what you're saying and when I moved the GetDesiredFOV() over to my QDGameThirdPersonCamera the error went away, but it's still not setting the FOV for me when I play in browser (I can set it through console, so the rest is working).class QDGameThirdPersonCamera extends GameThirdPersonCamera;/**…
Yep. You can't get around stretching, you can only manage it effectively. Do you want a weird bulge or do you want a little texture stretching? You will want to weight that area partially to the clavicle but mostly to the spine. Right now you are rotating the clavicle too much when you're raising the arm.You're example has…
I loooove my cintiq, but I wouldn't recommend it to anyone. UNLESS: -They have plenty of cash to not regret the purchase -They want a luxury item that indeed makes painting/sculpting much more fun and comfortable. Cause that's what it is, a luxury item, when you have it you're happy but nothing justify the purchase except…
i think you will definitely need a bit more guides per clump to drive the shape better, it interpolates between all guides to some extend, now you have patches of hair following one individual center guide. giving it more guides to orient to, should help you a fair bit here.
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Never a truer comment, I mean to suddenly abandon that which I've had absolute joy modeling and without putting too fine a point on it simply bottled out, basically afraid of the prospect that I'll fail as an artist in terms of not being good enough. So I think over the intervening years I've now attained necessary skills…
Grenades on sides are uncomfortable, widen her hips instead (add some servo like structure to it to fake femininity in her) and attack the grenades on the legs sides, at arms length. Based upon the OC, slim her legs down so that they make an almost V like shape till around the calf part before extending out to be the foot.…
A Few critiques: - the hole in the blade looks a little uneven, it looks much more uniform and sharp irl. - The blade itself isn't bad, it could just use some polish, it looks like you might be tightenig your geo towards the tip to make that ridge that extends towards the front, but i don't know for sure. Someone here…