well before the summertime rolled in i had a craving to play some diablo 2, and until last month i quit playing, well now i have an account with a nice mf sorc and a dueling wwsin which i dont want to go to waste, so ill give them away to anyone who needs it the most, (this is on useast ladder btw) my mf sorc uses…
Thanks for the youtube channel, there are videos very interesting for marvellous and for the sewing in general. I didn't think about lion for face, i found some felines studies. It may be helpful. Begin with feline head may be good, i will do that. I directly sculpted the head from khajiiti head. Thanks ^^
Nice facial expression, especially the side view. You might just have too move the back of the head forward on the side view and move the back of the head down on the front view. Which is not to hard to do but I would fix the shape of the head before adding more detail. Looking nice.
Next - Gotta make the staff - then low polying it up...and making hair for the head - and after I rig the demon - gonna have it so that the demon is holding the head by the hair...- light gonna throw an emmisive map on the eye area and make it glow so it looks like the head is lighting the way for the demon
It's absolutely the camera movement. Your camera is leading the action. As he falls, he moves up in the screen view, because the camera is moving too quickly to get to where he lands. You should let him jump and get towards the bottom of the screen before following him with the camera. But ya. good stuff man! When he…
Your approach is the more classic character workflow, works just as well as any other way. What kind of character do you have in mind to model? 1 - I do all my hard surface in maya, some people like to do hardsurface in zbrush using the polish/trim/planar tools, but i find it a little trickier than just modeling it. I use…
I made the main polygroups at the lowest level to simplify selection of polygons, and later easily mask metal and wood parts for and back while sculpting/polypainting. Then went back to the highest, where the polygroups held well. Then I traced a series of masked dots with the DragRect while following the polyframe lines,…
@PogoP: I thought it might be less taxing on the system to split them up than to make one long wall. I have seen people saying that making one big static mesh isn't very practical etc however I am guessing a wall like that wouldn't be to bad :P. Just curiously though I have heard lightmass doesn't like over lapping UVs so…
new update... he is starting to look like freddy mercury now... perhaps it is the mustache or perhaps a little more muscle definition needs to be added. Thanks Joker! that update was done from home... I have a little bit more in shaders and brush alpha's to work with there... However I hear you and added a little sharper…
I only know a few games that use the CE2 engine and half of them went into Developmental Hell. The asking price is too much, the people usually complain when a developer creates catoony graphics instead of hyper-realistic ones, the support is (and I have no idea what other people keep on saying this) next to dead, and any…