Looking great, but I've probably a bug . All the models are flipped vertically (or at least rotated 180 degrees). I'm not sure if it's marmoset related though or some other setting or driver problem. I think I encountered the same problem with another web 3D viewer before.
Looks like a lot of fun, although I can't help but think many of the new game mechanics would be better if you could actually survive more than a few shots. I love the new vertical map design and the game is still as fast paced as ever.
Hello 10-pack! Hahaha. Think of bringing your pecs down a bit, perhaps to around half-way of the top ab. They appear a bit small right now, vertically. A tad squashed. Definitely a big improvement from last time, almighty_gir's suggestion really worked.
the big vertical pillars on the sides are kinda too clean and too bright compared to the wall texture. add abit of wear and tear because the walls have een through hell but nope not the pillars lol aha i agree with that dude about the clothes line as well aha
I have no idea, but perhaps it has something to do with the amount of influences any one joint does on vertices? perhaps the mobile previewer only allows for 4 or so influences while you perhaps skinned it with a default number that was higher or never really clamped your weights?
Just for grins... Move the control vertices of your top of that piece so they don't overhang the lower. Just a guess but what if when it attempts to bake the normals, it's casting a shadow from that piece. From what I read Sharp angles (90 degree's inwards are bad for baking).
some thing, it looks bad ass but not right for the game, making the blade slimmer will solve a lot, btw, remember that its a two handed sword so the part above the cross guard is a grip, I would also keep the grips clean, no iron going vertically over it
I like it...sweet proportions. Maybe you could get rid of theat one vertical loop at the heel...and have a look at the topology at the knee...I don't think that would animate too well...looking forward to see him textured...and impaled by van Helsing :D
Yep, I can understand wanting to get into ZB asap with that :) Might I add a suggestion, the verticality is very cool, but maybe add some parts projecting out of the wall for a bit of variance? See the elephants here - http://www.quinnsgate.com/friends/cancun/images/mayan/mayan_wall_o_faces.jpg
I have a question about the VFX category : I understand that moving or applying textures to the spheres is not permitted, but is it possible to apply a deformation of some kind ? For example, a "black-hole" effect that collapses the sphere's vertices in a single point. Sounds good man, go right ahead! -Nate