Cool present! One thing that's bugging me is the arm bones sticking out of the severed hand as they probably wouldn't stick out like that if the arm had been cut off. It looks kind of cartoony, not sure if that's what your going for though. The anatomy of the palm also doesn't look quite right to me but I don't really have…
45 for for skinning is pretty optimal. If 0 is arms at the side and 90 is T-Pose then 45 is right in the middle. The shoulders need all the help they can get. It makes modeling a bit wonky so I normally suggest model in T, and before unwrapping pose them at 45.
Well, I've finally got some time away from work so I'll try to start with my room. I've been seeing terrific work from everyone here and keeping up will surely be a challenge. I'll just give it my best shot. Here are some reference images for the aesthetics I've found online.
Ok sweet :) Well its a great start! I love the concept as I said earlier The bow arms need to be curved a lot more imagine a half circle for the shape of the bow arms...also you are missing all the parts that attach it to the stock. also it flairs out at the ends by the axels the arms also change in thickness the base…
i can´t flip the uvs anymore. because i then i had to do all the baking, skinning, weighting, animation new. In Maya the Normals are all facing the in the same direction, but i rotated some pieces in the normalmap. like you can see here: http://www.d-mack.de/tmp/tmpPics/thesisWIP/XNA_NormalProblem01c.jpg[/img] I´am new to…
Hunter my man! Awesome to "see" yah :) Funny week, first I discover I've spent the last six months working and smoking alongside War|ord without realising it (he grew up a lot since I last saw him), and now you pop up to say hello. Magic. So, It's been a long while since we traded greetings, so you may know some of the…