I think what Anthony is saying is that usually a 3/4 perspective view will show all that's needed about the animation, so unless there's something that can only be seen from a different angle, they aren't necessary. A 3/4 view just means the camera is viewing from a 45 degree angle in front of the character, aka halfway…
keep at it dude. This can be a great stepping off point for you. Its worth learning proper polyflow, and topology. It might be worth your time to check out some GnomonWorkshop videos. You can learn a ton of good stuff. one last thing to keep in mind: when you are modeling again; its okay to model in the frount side and top…
Thank you. I would increment by 64, and found myself zooming in to work on surface level details before nailing down the larger shapes. Also, is it bad that I would use an eye-patch to view the physical model in a monocular way? I would place the model directly in front of my sigh-line to view the model from an…
Couple things you can do. 1. Graph Editors > New Track View. Right click the title bar, pick Load Layout, Function Curve Layout. 2. Re-open the file to close the missing curve editor, Graph Editors > Delete Track View, select all Track views from the list. Then go to Track View Curve Editor to open a new Curve Editor. This…
Sorry I missed your request, here is the construction lines: I would say thought that simply matching to the lines probably wont help you very much. Modeling to one view will match an object in 3d space to just that, 1 view, so you get a very 2d construction of what should be a 3d object. Typically what you will get is…
Definitely an improvement. However her chin in the profile view is sticking out hugely, and I fear her lips are too big. Also her nose is too wide in the front view still, and maybe the nostril area is too high up (personally I think a slightly smaller gap between the bottom of the nose and the top of the upper lip looks…
TL;DR: Download Blender 2.80's "Industry Standard" key configuration at: https://gist.github.com/bitinn/22f6fefe026d8d9e83468864edb8f835 ====== Hi there,* Have you ever find yourself tempting to use Blender but just couldn't get the hang of its navigation? * Are you coming from Maya and Unity looking for an alternative…
If you select the model's name in the hierarchy view, the model will show up as selected in the scene view. If you double-click the object's name in the hierarchy view, it will shift the camera in the scene view to center on that particular object. That let's you know exactly which object you just selected. At that point…
This sort of asset would have a very low LOD for the world model(IE: when its thrown) for the view model, the tricount is perfectly acceptable. You're not going to have another weapon on screen, and the game will have a fixed budget for view weapons on screen at all times. So what do you gain from halving the rendered…
@Noren Thanks for your feedback. The Main area was planned to be a bit more open space without trees so the view of the mountains would be visible as I had posted my main camera there. But yes, the angles with the shadow cast by the trees look better. I tried some shadows from volumetric clouds but after experimenting it…