Decided to do some pintovers of some screens, as it is really useful to see how these might look in the game, i have decided to continue some ideas with the dens, taking ideas from my initial drawings. I like the rock formation with a bit of heat the most, followed by the fallen tree one with the third being inspired…
The pectoral muscles seems too long for me, seems like they reach the bottom of the cage. And I would make the spine curve inside and not outside. There's plenty of pictures on the net of muscular men to look at, most of them with way too much muscles lol but that should help. Continue the good work, I'm excited to see…
Reworked the shape of the handle , I think that may be with this slight curve and more continuity with the neck / head shoudl look more fluent and natural ... what do you think? Shoudl I instead go for a proper guard hilt? I am still trying to see the balancement of the sword while building it by look , since I do not have…
chrisradsby: Thanks man, great feedback :) SsSandu_C: Thank you friend. I am glad you dig it! Impala88: You've got solid points. Thank you! sketch81: Thank you. I definitely agree with you fully man Headus is win :) . joesolo: THanks amigo. Will definitely continue to rock! Snader: Cool Diagram friend. Thank you!
Hey I got a couple of minutes in this weekend :D Spent it getting to grips with cascade and mocking up some temp effects for the projectile. Before I continue with it and add impacts and so on, I need to fix the timing of the animation so it's a bit less horrible. I figured I'd give you an update anyway. It never looks…
Haha, yeah I did one for my 1911 a while back, just as a study of a gun mechanic. It certainly won't go through an FPS or TPS game as it never gonna show ever (unless they have some special UI function etc), but I will continue on doing such thing for my personal pieces as I find it interesting to learn more about guns.
as im geussing there are more jobs in the industry working on consoles...its safe to say that this is the happy medium to shoot for... "In my world - an good game artist should always strive to use as few polygons as possible to achieve the modeling objective" its really not as important as saving on draw calls and far too…
I guess because many felt that 2 was a step in the wrong direction from 1, and it seems that 3 is continuing more or less in that same direction. Not much to go on yet though, but not particularly excited myself from what we've seen so far :/ Still, plenty of time before it's out so could be quite different from what we're…
Okay, this time I increased the width and depth of the head so it feels more fitting. Also I worked on the silhouette to make it more curvy, especially in the leg and torso area. At this point I'm itching to bring the model over to Marvelous Designer and get started on the clothing. What do you guys think, are there any…
if those inside faces are connected to the outside faces then technically they are all part of the same continuous shell. only way i can think of is if you are using maya, try selecting with "camera based selection" checked. this will only select faces that you can see from the outside. then you can just invert selection…