@Mop: I also noticed the blood splatter fade away in what appeared to be a continuous shot. But it's impossible for all the action that played out during that length of time to be only one take. I didn't notice any transition. Some clever camera work in this film.
Heres a little update of what i was working on yesterday, I was sorting out the head as previously i just had a box which was just for proportions and also i did the hand, which im relatively happy with. Going to continue to rework the main body today
Daz: All the best m8, the less said here the better but my lack of continuance to push job offers your way ought to clarify my understanding. Hope the fresh start works out, I doubt you will accept anything other than. r.
ha. i'm quite fond of that term that's been coined : leaf monsters. real excited with this release. karl's done a wicked job and there's some well worthwhile additions / tweaks been made. hope folks continue to pick it up as a fun tool to ' get the juices flowing '
If you mean gameplay, well then you will be disappointed. It is very much in the same style of gameplay. If you mean story, from my understanding it is going to be more a continuation of the story from Code Veronica, delving deeper into the origins of the T-Virus. Not about mindcontroled bug cultists.
Your topology is still really inconsistent, lots of "wasted" edges. Why the ring around each hole? Why continue loops through flat areas? Curved details on top area have way more edges than curves below. Etc.
We export our assets using FBX 2016. A workaround if you continue to experience issues might be to try using a tool like Blender to kick out FBX files in a friendlier version so Modo can ingest them. Just a thought!
Thank you so much for the feedback! I will definitely take your suggestions into consideration as I continue with the scene. :) I published the high poly assets on artstation: https://www.artstation.com/artwork/nQBAar Hope you like it and thank you for your time! :)
Progress update 4: This week I continue to create high poly model then bake them into low poly model by Substance. Below are some of the props I made. I also spend some time on tweaking the tileable texture and my blockout.
Hello, I led the lighting on Blood & Truth and would like to share some of my work from the game. You can see more on my ArtStation page here: https://www.artstation.com/lumensecond which I will be continuing to add to next week.