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__Mine__

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  • Posts

    793
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    31

Everything posted by __Mine__

  1. I'd say it looks quite alright. At least there's no cringy lens flares...
  2. Bear in mind it's just my opinion. You don't need to take it literally.
  3. Okay, so the first thing I saw in the picture was "Monster rig by : ...yfan20...". For one thing, your credit for someone else's rig shouldn't take up half the screen and be the brightest and most noticeable thing there and also, the particles from the torch obscures half of it anyway so I have no idea whether or not I'm meant to be reading it. Also, while I see what you're going for with the dark atmosphere, as stated above, it's too dark to make out anything that's going on in the picture. Try making that Point Light on the torch a little brighter.
  4. It may be small, but since it's different to the original, it's an edit.
  5. Actually, there is a difference between the two pictures; the edited one has the light tinted slightly more orange.
  6. Is there any news about adding IK rigging to allow for more realistic walking? Or will it be added in a later version of Mine-imator?
  7. I'm sorry about what I said earlier, I was only trying to help. I wasn't telling you to add bends to everything, I had only noticed a couple of the body parts hadn't been edited in any way. Feel free to disregard this if fewer bends is the style you're going for. I can understand.
  8. I might do this... if I can think of something lol
  9. The Red guy's pose looks really uncomfortable lol Good use of DOF to bring attention to the characters, but it would look even better if you added something going on in the background. Right now, it looks a bit empty. Also, you should add more bends to some of the models. The blue guy on the far left, for example, has almost no bends whatsoever. Otherwise, it's not too bad
  10. Upon clicking to view both pictures, yours is a .jpg and HeYoNia's is a .png.
  11. Looks pretty decent, the particles around the portal and the sword stuck in the ground is a nice touch. I'd suggest lowering the intensity of the DOF effect. Using a high intensity of DOF against narrow objects (like the lavafall in the background) will not blur it properly and cause a bunch of ugly lines to appear.
  12. Loving the camera tilt and DOF going on there.
  13. Looks like something smells bad...
  14. To quote your signature... "I don't understand what your idea of 'Uninteresting' is." Seriously, your wallpaper is vastly superior to Shark's. Sure, it looks calming, but yours is better for the following reasons: You didn't have to edit your wallpaper. Your scene contains characters; Steve, a Wolf and an ENDER DRAGON. Shark's scene is empty. Your image is in PNG format so the quality is retained, unlike Shark's JPG, where details become grainy. The lighting in your scene actually makes sense. Shark's scene appears to have two conflicting sources of light from behind and in front of the camera, whereas in your scene it's easy to see sunlight is coming from the left. I know there are some aspects you can improve on, but that's the point. Practice makes perfect! You shouldn't put yourself down like that, because your wallpaper is actually really good. As for the lack of Upvoting, bear in mind that not many people view these in the first place. I looked at the "Wallpapers and Art" section and in the past week, as of typing this, only 5 out of the 29 topics have more than 100 views, and two of them are memes, one is a question and another one is a gif. Just remember that if you're getting Upvotes, you've done a good job. People like what they see.
  15. No, I'm asking for a way to change the axes in ModelBench, not Mine-imator. I'm used to having the Y axis being up/down, not the other way round.
  16. In the latest Beta of ModelBench, the Y and Z axes appear to have been swapped from Mine-imator. In Mine-imator, Y is up/down and Z is forward/backward. However in ModelBench, Z is up/down and Y is forward/backward. Is there any way to change this? I've tried looking at the Settings but there's nothing there.
  17. When you choose what biome to have for the ground, then save and reload the project, the biome is reset to Plains. The selection will remain on the biome you chose, but you need to select it again to change the colour. TO REPRODUCE: Start a new project. Navigate to the "Background" tab in Project Properties, then "Biome". Select any biome that makes the grass a different colour than default. Save the project, then reload it. The grass colour has reverted to Plains. Upon checking the "Biome", it will still be at whatever you set it to. Another small bug I've found is where if you set the resolution of the project to a custom value (by selecting "Custom"), saving and reloading the project will change it to "(undefinedxundefined)". Upon going back into the list and selecting "Custom" again, the dimensions you specified are still there. TO REPRODUCE: Start a new project. Navigate to the "Project" tab in Project Properties, then "Size". Select "Custom", then change the Width and Height to any value. Save the project, then reload it. "Size" will now say "(undefinedxundefined)". Clicking on "Custom" again will put it back to normal. Both of these bugs will occur every time you load a project. Hopefully these will be fixed so we won't have to keep changing them every time we load our project
  18. In the most recent version of Mine-imator, there's a small bug where the underside texture for arms and legs of a mob is oriented incorrectly. Here's an example of what I'm talking about. I have created three example skins; one for a Zombie, one for a Zombie Pigman and one for Steve. The arm and leg textures are identical to each other, albeit with the obvious difference in colour. EXPECTATION: The right arms and legs should show as an "r" on the top face and as an "L" on the bottom face. The left arms and legs should be a mirror-image of these. REALITY: The Zombie and Zombie Pigman's left-side underside textures are rotated 180 degrees instead of flipped. Steve's texture does this correctly. TOP VIEW BOTTOM VIEW This may affect other mobs as well, I've only tested it with the three shown above. It's not a big problem, but it's fairly annoying since I have to create a whole other texture for the left arms and legs of the affected mobs just to get them looking the same as the right ones... if you could fix this so that the red and blue textures look like the green one, that would be great
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