Nice. Didn't know you were working on this. Overall looks good. The things standing out at the moment are the scale of the floor planks and the wooden strips on the bar also. The use of straight lines gets repetitive in the environment between the floor, bar and over the bar. Have you considered maybe a wooden panelled bar…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
Hi everybody! I haven't posted a lot here yet, mostly lurking, but that's about to change. I've started an experiment to manage my time on game art better. I really want to improve, so I decided I'm going to wake up early and work on game art before work, instead of in the night. I heard this can be a major difference. The…
@Shrike : well, it is the opposite : UV islands need to be separated according to hard edges, not the other way around. Meaning that for a part like the one shown in my video (relying on hard edges as a design tool, themselves used to define bevels on a corresponding highpoly version), you have to have "sub-padding" like…
Hey guys, Doing a piece for the Creature and Critters competition on CGcoach and thought it wouldn't hurt to post it up here and see what you all think of it. For the contest you are required to come up with a story concept and high poly model. The wining model will be print in 3d by Moddler.com, so the model must be very…
As far as I know it's not possible to paint multiple images at once. It seems to be a limitation of Blender, and while I found a couple of very old add-ons that seem to have been maybe able to paint across images they fell out of support a long time ago so I can't even confirm if whether someone found a way or not. The…
Nice to meet you and thank you for the feedback and thoughtful, encouraging words! So far today I've done an hour and 10 min with two 5 min breaks in between. I admit I'm a bit burnt out or bored of drawing lines and planes for an hour right now. But I'll try pushing it more later, right now I'll spend an hour doing…
Firstly, post wires. While soft normals and smoothing groups look nice and pretty visually, physics relies both on raw vertex density and CORRECT triangulation. [EDIT: OH CHRIST I GOT THE BOTTOM PICTURES IN THE WRONG ORDER] As you can see, reversing the triangulation has a MASSIVE effect on what the physics engine has to…
Hey all! So today is the start of the summer character workshop i'm hosting. I've encouraged the other guys to make their own threads and as/when they do i'll edit this post to contain their links. Please critique them and me as much as you can. Joe…
Alright, looks like no one can use that navi. :( Can i get away with leaving the design of the bar but changing how its controlled? Making buttons on each end to scroll the bar for instance or a usual scoll bar below the thumbs instead? If you want to give it another try, the trick is to enter the bar again where you left…