Try setting QMAKESPEC and then running qtcreator from the same command line. If you're running it from your desktop, it could be picking up the envirnment variables from somewhere else.
The character looks foreshortened, but the glasses don't, which is slightly jarring. It might just be that they're at an exact straight angle. In any case, I wouldn't change them much (as it would be easy to overdo it), just a tiny bit.
On some of your other works (like the skeleton) you shaded the back leg. That might work here too.
The one other little nitpitk I have is that the shoulder on our left (his right shoulder) looks a bit odd, perhaps because of where his sleeve starts. It looks kind of like his shoulder is further back than it should be, if that makes sense.
Sorry, missed your comment initially. I'd love some help, if you have time. :)
If you're interested, I can add you as a code contributor to the project. Right now we could use a shop interface (something JRPG-esque, obviously). The way my QML is set up might be unclear, so I'll write about it a bit in another thread.
If you want to reduce the shininess of something, make the highlight larger and less intense. I agree that the skull does look oddly "polished" compared to the rest of him. :)
Okay, good deal. And nice work on the pine tree -- I'll have to add in some taller ones.
This is an issue with your distribution.
Try setting QMAKESPEC and then running qtcreator from the same command line. If you're running it from your desktop, it could be picking up the envirnment variables from somewhere else.
Very nice as always :)
A couple of notes:
The character looks foreshortened, but the glasses don't, which is slightly jarring. It might just be that they're at an exact straight angle. In any case, I wouldn't change them much (as it would be easy to overdo it), just a tiny bit.
On some of your other works (like the skeleton) you shaded the back leg. That might work here too.
The one other little nitpitk I have is that the shoulder on our left (his right shoulder) looks a bit odd, perhaps because of where his sleeve starts. It looks kind of like his shoulder is further back than it should be, if that makes sense.
Looking forward to your next one. :)
Bart
Excellent work!
What software did you use, out of curiosity?
@Sharm: If you're following the thread, here's a screenshot with a test map using the new forest tiles.
http://imgur.com/PFOHb
@pennomi:
Sorry, missed your comment initially. I'd love some help, if you have time. :)
If you're interested, I can add you as a code contributor to the project. Right now we could use a shop interface (something JRPG-esque, obviously). The way my QML is set up might be unclear, so I'll write about it a bit in another thread.
Looks great! :)
Surt, don't sell yourself short. Your town tiles rock. :)
Sounds good to me. :)
The pelvis looks excellent now!
If you want to reduce the shininess of something, make the highlight larger and less intense. I agree that the skull does look oddly "polished" compared to the rest of him. :)
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