Mr_Drayton wrote: »
And another scenery of my iOS project is finally done! It's not much polished (stock images *coff coff*), but my deadline is near and I don't have other time to work more on the graphics. I'm still enough satisfied with the final result. Now it's time to get back on the code, there are many things to be done before the final release. I'm keeping a development blog of this game, if you're just curious.
osman wrote: »
New vid showing the editor and some new tiles and shaders RM Mapping Speed - YouTube
krisCrash wrote: »
It kind of does, Delko. Not every bone needs to have anything assigned (or something assigned at both ends). But you probably actually already knew that :B
Assign the tip of the finger+joint verts to the outermost finger bone (distal phalanx idunno), assign the innermost finger section+joint to the innermost bone. Don't assign the middle part of the finger to the middle bone (well ok, you have one ring there you need to assign, but if it was simpler)... the middle section is now the deformation zone between the other two, and there is no blending - it animates alright.
It's probably common knowledge, but it was a bit of a revelation to me, honestly.
Ged wrote: »
very nice, rather large textures to use on something so low poly?
ahtiandr wrote: »
It is just for preview here but the texture could be lowered at anytime if needed
I dont know how importing it is but i have learn that its better to work on the same resulution your going to use so you cane see easier what will be seen and what that just would be like noise, anyone else that agree on this point and have learnd and/or do it this way?
sahil wrote: »
Tigerfeet wrote: »
Also if you REALLY want to save polies you could not model the scarab at all, just put a couple planes in there with the scarab on as an alpha texture.
Tysho wrote: »
GabrielP wrote: »
Dang that demons is rockin Tysho!
Anyways here is my good friend, Nibbles: