From what I understand the t-pose was replaced because generally a character didn't have their arms at a 90 degree angle. It made people who do sculpts be able to make the muscle structure a lot better (as our muscles look different at 90 degrees rather than 45) and like you said, to try to avoid texture stretching.
Again, I haven't ventured in to the sculpting stuff too much, so my knowledge is rather limited.
July 25th, 2012, 01:37 AM
t3h m00kz
Re: Quick Crit thread 2012
Welll if you're looking to get started venturing into that kind of stuff Pixologic released a Zbrush-Lite style program a while back for free.
Alternatively, Blender has a sculpting feature, but it requires a bit more setup
July 25th, 2012, 03:12 AM
BobtheGreatII
Re: Quick Crit thread 2012
I've been playing with Mudbox for texturing. I haven't played with any sculpt stuff though. I got it for free with the whole student thing. My dad uses Blender's sculpt features for some stuff. It's certainly something I would like to look in to at some point.
July 25th, 2012, 05:19 AM
neuro
Re: Quick Crit thread 2012
mudbox is awesome
August 5th, 2012, 03:05 AM
PopeAK49
Re: Quick Crit thread 2012
Meh. Having troubles skinning the Arch and its normal map. I'll figure it out later.
Cool tut. I'm trying to get use to zbrush. Especially for sculpting details onto the bricks.
August 9th, 2012, 05:29 PM
ICEE
Re: Quick Crit thread 2012
First time working on anything in a while. The firing animation has a special overlay, creating variance between otherwise generic looping firing animations. Ideally it will look like the user is attempting to control the continuous recoil. let me know what you think
August 11th, 2012, 02:45 PM
t3h m00kz
Re: Quick Crit thread 2012
The actions seem a bit feeble. Get some more force behind it and it'll look sick.