Did some more work on the mesh, tryied to get more definition in the legs like mentioned, I also gave him propper coven hooves and cleaned up some more extranious polys where I could. My only problem now is rigging him, I had a look at how all the original UT2003 models were done, and they're all based of the pre-made…
[ QUOTE ] And when did the average guy get a six pack, perfect pecs and a toned body? Yet I hear nothing of that. [/ QUOTE ] Because people like you love fantasy, like you said. Gamers aren't seen as fit. But where as men enhance their looks for games, they degrade women's. Take all the Unreal hunks, add 12 inch adrenaline…
[ QUOTE ] hmm so they couldnt think of a cool riff so they ripped it off abba. Methinks the latter. Am I the only one who actually noticed the tune anyway [/ QUOTE ] Nope your not the only one The intro and background is note for note (and I would even venture to say (confidently) it's a sample) of the ABBA song "Gimme…
I have a question for the conspiracy theorists: Let's say that the impact into the Pentagon was not made by a 757. That's fine, but forget about the Pentagon for a moment. Instead, give me a plausible explanation for what happened to the *real* American Airlines flight 77 out of Dulles. It didn't land as intended at LAX,…
As far as why blue specs on skin tones... what Per said. To further, straight skin tones look very zombieish. Making the skin color redder than it should be and using a blue spec makes for a nice translucent feel and you should really have a redish shadows and greyish hotspots. if it's a violent blue you've probably gone…
Hi jksl - here are a couple of suggestions. 1 - Don't work with colors until you are much further along in modeling. Beginners (and non-beginners actually) make the mistake of correcting for improper anatomy by painting in detail in the wrong places, or light information where there should be none. Get yourself to a good…
Generalizing is a tricky thing, the jack of all trades master of none only rings half true, the truth is if you focus entirely on one aspect your skill level is going to shoot right up in that one aspect, if you focus on many aspects it will take you so much longer, even if you are a self described polymath such as myself…
I've been using the FWN script I created here in production with great results. (Well our character artist has been using it.) Here is a post about my tool: http://polycount.com/discussion/comment/2230470/#Comment_2230470 Couple of benefits. * Lower vertex counts. Keeping the entire model and one smoothing group keeps the…
1. Depends on the type of game you're working on. Some titles will call for nearly 100% photosourced work, while others will need next to none. If you like painting diffuse textures, aim for a company which produces games with a non-photorealistic style. You can still handpaint a lot of stuff even in a photorealistic game,…
I'm not sure how you unwrapped your pieces or if you had trouble getting things to unwrap, but make sure to look up "Pelt Mapping". Autodesk has a great video tutorial about it, which I summarized for some of the artists I work with. unfortunately it didn't translate too well to HTML and I'm not in a hurry to code it from…