Sweet stuff so far, man! The model looks awesome and there's already a nice improvement from the first to second GIF. I was thinking that if you made the fact that he's a garganto hunk of metal man and super heavy more apparent, it'd feel nicer (might involve a slower gait, but not sure). What kinda came up in my mind was…
I've been coming around to the Verge's layout more and more. They're landing page is a very clustered layout and hard to navigate, but their blog post and forum post layouts are fantastic in the way they're cohesive. Their comment design is to be desired and wouldn't fit for something like our community, though. In the…
Topology can be done in various ways, with certain rules to work from. You seem to already know the basics, but like you said, there's a funky network of edges on the cheeks. Using poles is the simplest way to keep a clean mesh: http://www.polycount.com/forum/showthread.php?p=1247603 In short, poles are used to redirect…
Hey! I finally have time to do this now! And I saw theres a character competition on mixamo so I'm aiming to finish this by then. Heres the update for now, Im going to redo the bottom of the pants. not happy with that at all. looks like a mess right now. Here's my planning for the coming 10 days Aiming to do an update…
I don't know if anyone could shed some light on this but I've come across a conflict in information. In regards to normals maps I've always been told that you can edit them in Photoshop fine and overlay or tweaks things that don't bake out correctly. Quoting the Wiki it also says that this is fine. Then I watched this hour…
I assume the video you watched on max baking, they were using cages to project and manipulate the rays and in xnormal you set the ray length. Both bakers can do either method. Which is better is probably dependent on the model and your time constraints. Cages allow more control but can be a chore. Setting the ray length is…
yeah i dont think they are great pieces of cinema but i still enjoy them. yeah ultimately the best direction would have been to fill in the gaps but we get Milla the super woman which has some basis from the games storyline, the ways it was done in Apocalypse, with the protagonist having super powers instead of the elusive…
What we're looking for We are in search of a skilled Senior 2D Animator to be a key player on our team, elevating the user experience in our game with enchanting animations. Your creative work will spark excitement and deep immersion for our players, significantly shaping the success of our project. Join us in creating…
Checkout Frankpolygon's weapon component modeling techniques when dealing with various shapes whether curved or planar. https://polycount.com/discussion/comment/2805809/#Comment_2805809 https://polycount.com/discussion/comment/2804901/#Comment_2804901 https://polycount.com/discussion/comment/2805119/#Comment_2805119
It depends on the game engine you are using, and the type of game you are working on. 30-64 is the advice from several years ago. These days I would say between 60-128. For Age of Empires Online we used between 16-28 bones per unit, because they were so small. For Orcs Must Die because there were so many enemies on the…