2013-05-18, 07:29 PM
Holy,
After considering all the possibilities, and looking at the model from different angles, I think the reason for the apparent 'cocking' is simply because I took the screenshot looking downwards. Anyway thanks for noticing. The rear of the head is fine too, it might be the hairstyle making it seem that way from the angle of the screenshot.
John,
Really appreciate the feedback, actually one of the main contributors to getting the new NPCs right was - yeah this will sound weird - the skeleton enemy model. I took alot of time to understand the proportions of the skeleton and what goes where. Actually I think I can explain the longer segmented upper arms, its because most of the models with long sleeves have elbows buried beneath the sleeve ends, set more upwards. It was a simple stub that allowed me to get a much smoother tinman animation for the arms.
Some inspiration for the new NPCs came from your 'rook' model you made a while ago. I was really impressed with the mapping and texture.
After considering all the possibilities, and looking at the model from different angles, I think the reason for the apparent 'cocking' is simply because I took the screenshot looking downwards. Anyway thanks for noticing. The rear of the head is fine too, it might be the hairstyle making it seem that way from the angle of the screenshot.
John,
Really appreciate the feedback, actually one of the main contributors to getting the new NPCs right was - yeah this will sound weird - the skeleton enemy model. I took alot of time to understand the proportions of the skeleton and what goes where. Actually I think I can explain the longer segmented upper arms, its because most of the models with long sleeves have elbows buried beneath the sleeve ends, set more upwards. It was a simple stub that allowed me to get a much smoother tinman animation for the arms.
Some inspiration for the new NPCs came from your 'rook' model you made a while ago. I was really impressed with the mapping and texture.