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blood is way too oversaturated--have you ever seen blood on white cloth? it gets fairly dark.
i find it amusing that whenever someone doesn't say something positive it gets overwhelmingly down voted.
little *****, learn to take some criticism.
has NOTHING to do with opposing force, minus what they call the player and the viewmodel hands.
one of the best reasons to learn basic animation is to fix clipping issues c:
very useful tool, genius.
R U UZING SOFTWAREZ MOED????????
fingers look kinda...too long, almost.
Joe; yeah, i'll only widen it on the weapons that show it, as for the rest, **** it hahaha. and ofc on the release.
Phenix: yeah, the sleeves are MEANT to be up that high. my logic for that comes from the hgrunt model. the sleeves don't roll all the way down to the upper part of the forearm, they're up just down from the shoulders. makes sense.
your noggin. don't call it a head. call it a dome.
example: "omg gaiz my gf gave me dome last nite lololoolllol"
or, say, you're playing catch with one of your pals, and a ball nails you in the face
if you fall hard enough, you'll split your dome
ohai. i'm catholic too.
tentacles almost look too stiff, eye should stand out more and he needs back claws on his feet.
overall pretty nice.
i notice all the little details of the bullsquid because i agonized for months trying to get the hl2 beta squid properly working in hl1, so i know every last spot on their bodies very well haha
there will be a new weapon? does this mean you guys have recoded opposing force?
an european. architecture still looks quite european.
as for the sniper, that makes sense then, should get a proper render up.
on the story: ****, it used to be something awful, now it's a bit better.
fix them! ooor, use a different model.
also, another thing--glad to see you guys are incorporating weapons that aren't technically "canon".. hopefully they play out realistically.
some model textures also look kinda terrible, look at that m40a3... try to make it look more aesthetically appealing. style > realism any day, the goal should be to make the models look as aesthetically appealing as possible! i dunno. the sniper texture just looks really unfinished in my mind.
no offense, but the story is really shaky and doesn't make much sense. one thing someone else had pointed out--cities rarely look alike, so why should city 14 and 17 look like they're very closely related? you've got some good ideas, yeah, but many just don't make much sense. i like the idea of you guys creating original creatures and using older, cut ones, those will be interesting to see played out. especially the panthereye, anxious to see even a model of that guy.
also another thought - why not make the HUD layout unique? after all, the PCV is different software than the HEV suit..i think it'd be good to at least make them seem different from each other.
i might make a tutorial, no promises though! ;P
serious texture misalignments on the back of the handle there.
i need to revamp my zombie, redo the headcrab skin, and then with a few tweaks, it's gonna be on the LD skeleton. SO much better than HD.
i did it to match the python animations i'm using (Jennifer's), which are one handed. a .357 magnum is going to have MUCH more kick than a Glock... if Gordon's badass enough to handle that magnum one handed, it wouldn't make sense for him to hold the Glock two handed, would it? plus, it looks really badass here :p normally i prefer two handed as well.
e: i have this flatposed too :p just needs to be fixed a bit.
who the **** does this? it doesn't look good, it looks awful and it's ****.
it's not even funny.
btw, i edited iiopn's glock animations to be one handed :p
actually, the stalker devs have said that it's ok to port their content to other engines.
i think the SDK has a high-res version of the pants (like 560* or something) in the hwgrunt folder