First, forgive me for the sloppy brushwork! 1 - Lateral planes of the cheeks and temples Start with the big planes. They're important to give depth to the face and help to figure out the rest of the face. I didn't go as hard on the right side as I did with the left because I knew what I'd do with the light in the end, but…
Technology At the beginning of the project we looked into existing engines for Flash, including a technology developed at Soap for an unreleased game called Ninja-X, and the Citrus Engine, which is built on top of Starling and two physics engines. Neither engine turned out to be suitable for the games need. Citrus was…
I was feeling a lack of apparent progress, which was contributing to a feeling of being overwhelmed with what remained to be done. When that happens, the pedal hits the metal! I chose to focus on modeling the remaining scene master-elements, before studying texture more. So here is this weeks sprint into the Dark...ness.…
After adding some particles and some suddle story-telling elements (Shout out to Leona and Pantheon anyone?) I am finally ready to work on Aurelion Sol's body. After this, I will then move onto the outer rock elements and add some dramatic lighting elements. EDIT** My screenshot software bumps the contrast on this image…
So how it it in fact works? Elements are separate objects using its own object pivots or each element is a vertex /poly group or something using certain transformation technique by the shader ? With elements pivots is a separate point cloud or something? I guess it might be possible to rotate a triangle (for grass)…
Hello. I like to texture my models in explode, to be able to see better each element. But once in a while I would like to see all of them together. I wanted to achieve this by selecting "Project configuration" and changing my low poly model (same geo, uvs etc. just diffrent position of elements) but after that, some…
I comb my HP and LP and detach matching elements into unique groups and assign a material Id from 1 to 4, any elements that touch another get separated and that way just hide each mesh when baking. No need to move parts around. Keeps the scene tri count lower, no need to move parts and can make adjusting cages of tucked…
One way of splitting a model up is by logical real-world counterparts. This is pretty much a basic tenant to follow when modeling. So the frame is made from wood? Split it to elements based on that: the main block/the acorn finial/the moulding/etc. There are still loads of tris you can optimise. The inset region can be 2…
So let's start with the game synopsis and a bit about the art direction. Homo Machinas is a third-person interactive-narrative adventure game where dystopian sci-fi meets camp neo-futurism. Think Blade Runner 2049 (2017) and The Fifth Element (1997). It's based in a future where the super-rich prolong their lives through…
First of all, I really like the overall feel of the UI, I agree with some of the critiques that some of the elements feel a bit fragmented or different styles and whatnot but I think there is definitely something here and I like it. First off, friendly warning, I am very familiar with falling in love with an element of a…