Nice one Dag and Huke! Huke: Its cool man, not like we have any limit to sizes, I just prefer smaller pics since it fun to limit yourself. Working zoomed in on details can sometimes ruin the composition, Thats my opinion anyway. Other than that, Guess the neck and face could be improved a bit. But thats why we are here…
Not bad, but design seems a little too overworked for me. You basing off concept or your own personal design? The negative space and various pieces make the overall design noisy. It needs to be simplified and his skeleton armor on a skeleton is a bit weird. Not saying it won't work...but as is it's hard for me to seperate…
Legs could look borked because: 1) Your character is 7.5 heads tall 2) Some modeling issues. Its not just bones that give the body form, but the fat and muscle underneath. Get references of actual people, don't just model around the skeleton. 3) Its most likely where-ever the person that Seforin got the skeleton from may…
I'll be honest, it took me a while of looking at this before it stopped hurting my brain. Something about colors, contrast and/or prespective almost creates an optical illusion that was honestly tricking me into not understand what I was seeing. The bricks and structure look fine, but the colors, lighting and composition…
So my laptop died and it's taken me a month to end up just buying a whole new one... so that's fun... In the mean time, I whipped up a rig using Advanced Skeleton. I'm not a rigger and it took a few attempts to get it doing what I wanted it to do but now I'm pretty happy with the actual rig. However, there are a number of…
Looks very nice, Tom. However I think the fiber scale on the rope needs to be a lot bigger like maybe enlarge those details like 3-4 times as their scale doesn't match the cartoony proportions of the wood. The skulls don't really look very human, but it's probably a bit too late to fix that. I would also give the skeleton…
I don't want to discourage anyone from learning the fine art of rigging because it is an incredibly valuable skill to have but... Advance Skeleton. https://www.youtube.com/watch?v=3G9rjbnRNcA It gets rid of so much friction in the rigging pipeline, and speeds up iteration time. Its a simple workflow that builds high…
I don't think the skinning part would be that big a deal. You'd just have to skin it once to the skeleton in the home pose. It's not like you need to go in for each animation and skin it for that. As long as you skinned it to the same skeleton, the animations would apply. The biggest problem that I can see for that is just…
Unfortunately only the Prawn and 2006 soldier are unwrapped...the high poly one never was, and my schedule at the moment won't allow me to even attempt that. I do have a somewhat decent texture for the Prawn that is currently unfinished, but should be good enough currently to go onto my business card with a few touch ups…
I've got an issue where my imported meshes don't want to be animated at all. In max they've got a skin modifier on them. An actorx importer plugin I've got shows that I can pull in animations and it's just fine. Once I export with actorx and pull it into the UnrealEd it decides that the rigging doesn't matter anymore and…