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#11 (permalink) |
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New Artist
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![]() btw. i read this in the at http://www.silo3d.com/forum/index.php Silo 2.0 daily update: Well we've got all of the menu items that we want for the beta in and functioning as of today, so now it's just a matter of getting things tightened up and prepped for release to you registered users. A few display errors we want to try to take care of, some import/export problems, and then we'll be go. Just a few more days, not weeks. And then you'll get 2.0 and can start reporting all the crashes and inconsistencies :]. Just reminding everyone that this is BETA software we're releasing, with plenty of known issues, and the point of us releasing it at this point in time is to let you start using it since you've all been waiting for so long, and to be able to have it thoroughly tested before the full release. And we think you'll be able to do some cool stuff with it :]. ![]() |
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#12 (permalink) |
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Senior Artist
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Hey you're using Silo, I recognised the Gizmo :P, just got the demo the other day, really liking it so far, love the way your model is coming along and you have good concept art skills, would love to see this textured, afaik, there are no UV tools as of yet in Silo, are there UV tools in the Silo 2 BETA?
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#13 (permalink) |
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New Artist
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look at this video, it shows the beta and YES there is UV mapping
http://nevercenter.com/videos/index.php?vidclip=silo_2_beta_preview.mov |
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#14 (permalink) |
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EA Mythic
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i sugest some serius anatomical research, did you use any reference on this? cause it shows a lot of the same anatomical errors that i see by a lot of people new to mdeling.
I understand that with him being a "aquaman" he would not be exaclty the same as a human, but as with any rules, learn the basics, then learn to deviate. his proportions seem pretty jank, even for a slender sea going man, the shoulders sit far way from the body making him seem loosely put together, his neck just kinda erupts from his shoulders with no obvious muscle or bone structure,, find some reference on this area, and base your model around it. perhaps check out abe sapien from helboy (comics or movies your choice) for some inspiratin on how others have tackled similiar characters. you could also work on your edge flow and such but that at this stage is not as important as gettin your anatomy basics down. it may also help to make him in better posture, make him more pleasing to look at. good luck! |
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