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Thread: Quick Crit thread 2012

  1. #271

    Re: Quick Crit thread 2012

    To be honest the guy didn't have a thread. Or if he did I couldn't find it. He just posted it in the "What are you working on" thread.

    This is the guy: http://www.wesley3d.com/Index.htm

    Here was his post: http://www.polycount.com/forum/showp...postcount=7821

    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.

  2. #272

    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.

    http://www.pixologic.com/sculptris/

    Alternatively, Blender has a sculpting feature, but it requires a bit more setup

  3. #273

    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.

  4. #274

    Re: Quick Crit thread 2012

    mudbox is awesome

  5. #275
    Senior Member PopeAK49's Avatar
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    Re: Quick Crit thread 2012

    Meh. Having troubles skinning the Arch and its normal map. I'll figure it out later.


    Last edited by PopeAK49; August 5th, 2012 at 03:09 AM.

  6. #276

  7. #277
    Senior Member PopeAK49's Avatar
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    Re: Quick Crit thread 2012

    Cool tut. I'm trying to get use to zbrush. Especially for sculpting details onto the bricks.

  8. #278
    Senior Member ICEE's Avatar
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    Re: Quick Crit thread 2012

    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.

    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
    Last edited by ICEE; August 9th, 2012 at 05:38 PM.

  9. #279

    Re: Quick Crit thread 2012

    The actions seem a bit feeble. Get some more force behind it and it'll look sick.

  10. #280
    Senior Member Rainbow Dash's Avatar
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    Re: Quick Crit thread 2012


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