Idk, I've been at this for the last few days and am following that dota guide. This no lighting, no normals, only texture business is tough bossiness. What should I do to make this one better, I don't want to overdetail like on the test, but this one is under detailed now.
chances are a ton of it might have been QA, with red dead wrapped up and probbaly pre-pro starting on a new project there would be no need to have a big open world QA team sitting idle. just a thought, but there definitely could be some other swinery involved.
Off topic but...Disgaea 5 is going to be so awesome! The devs have already announced that D5 will feature up to 100 enemies on screen at once which is a huge step up from the cap in DD2 which was at around maybe 30. Also, the improved art looks beautiful.
thanks! yeah, I'm not messing with the lighting any more. Have been noodling with some animation tho. a little hover idle. Would have posted it by now but the rotor blades look gross when they spin without any kind of motion blur in marmoset. Thinking of a solution..
I'm sorry I'm too blind to see the wings xD But I think it looks really good! How about adding some expression on her bee's? Like making them looking grumpy or so (idk could also be 3 different ones like on SG)
UPDATE ( 3/13/06 ) Worked mostly on my Unreal Level today, but also got a bunch of Neza stuff done too. That's right kids... no life. * Unwrapped the body. * Positioned the legs in his idle pose. Mirrored them over. Next step is texturing! Yaayyyyy! ^^
hmm... Idk I was using a soft brush the whole time. So I just started throwing color around to see how it would look as a whole. Do you recommend a different approach? (I'm still getting used to HP Textures so all tips and tricks are welcome )
The custom node at the top was just multiplying the UV's by 1,-1 (idk why I used a custom node heh) The custom node using Keen's work was used to rotate the normal vector used by 180 so that the gradient created by projecting the image across the normals faces the right direction :)
Just tried that, but it didn't fix it unfortunately. Why I don't think that the smoothing groups are the case is that some of the parts are rendered correctly. For example, while the front door does look weird, the windows look just perfectly. Idk why is it so, each part I was modeling the same way.
:Mr.Rockstar: Why do you like applejacks so much? They dont even have apples??!! :Kid1: I dont know, we just do. :Kid2: Yeah, we just do (laughs) :cut to: Polaroid of kids eating applejacks having a good time...and playing advent rising.