Heyo great progress chyhart! ok so the overall silhouette of your head and neck are looking significantly better. Defiantly don't baulk at Sandu's ref and links geometric guides like that can be extremely helpful. Things i am seeing: the details on the eyes are looking really nice, but the overall shape of that area dosnt…
oeh the jungle of codecs :D there are two ways to do this really, you can either render it straight from the software pack you are using into a compressed version, using 264h for instance which mostly turns out really well, small in size, little loss and i believe most devices are able to play this codec. but this will end…
No I agree, I wouldn't exclude any cause really, what I was saying was that it's as stupid to exclude piracy as any kind of harm-doer as it is to say it is the only problem. The only way to go around it is to plan a certain percentage of piracy amongst your target-group and budget around the percentage that will actually…
As usual I was very impressed by Half Life firstly. And then Unreal, Unreal Tournament and Tactical Ops. In this period It was the first time I met with 'custom made' maps. Technically I stepped into the game dev environment by clicking the teal colored shortcut in the 'system' folder :) I was a kid and I didn't get…
Alright, here's the update. I think I'm ready to call this done and work on something new. - I simplified the cloak so that the low resolution doesn't read as much. - I made a morph target to fix the crazy eyes - I worked on the bang alpha. (FWIW I have 3 bang pieces A, B, and C. And to get them to alpha sort correctly in…
@pior true, they did release the sources for their first adam demo and surely it's going to happen for this one too but i was rather hoping that they'd incorporate useful features from that into their standard distribution. i would expect the actual adam demo content to be very specifically targeted for this cinematic…
Oh! i think i've met people like this before, on a contract job no less. I was asked to make a digital version of a physical object with a "polygon limit" of 1200. I did it in triangles (target engine was unity) and the director of the animation studio where the model got shipped off to got all pissy because the visual…
Nice work. I like your attention to detail. But of the bat, i think this website is targeted more towards weapons and vehicle modeller. It's not really about environments. You only have one, and although the pieces you have are good, the layout lacks. Your composition as people here already noted is weak. Some of your…
@ Tits -> Thanks Marie! before i was little worried, why i am not getting any crit..hehe I will keep posting updates and I am much of determind this time to not make any delay for this guy, target is to finish within a month.:poly142: @Beefaroni -> Thanks a lot, Glad you like! :) @Leleuxart -> Thank you! :) @Jacob07777 ->…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…