to trigger a 90 versus 180 degree turn around animation or something in between, it mostly depends on how many unique animations that you want to make. of course you could create a unique animation for 70 degree or 125 degree but you probably find diminishing returns. if high believability is what you are after, then…
Hello everyone! I am currently working on a character based off a mafiosa character mixed with chinese motiffs. I am targetting her aesthetic towards stylized and flashy fighting games/hero shooter vibes, with Marvel Rivals as my art direction/goal. I am on the blockout stage so far, and would like some feedback on how is…
Thanks everyone! :smile: This was achieved using lots of alpha cards scattered over the mesh. You could also use groom to achieve the same (and probably better) effect I used a generic skin texture and scaled it down vertically so it gave the impression of cracked and bent leather. I used it in conjunction with morph…
Very nice. In terms of finest details, the fabric elements could perhaps be further differentiated from one another for instance by giving one of them a visible texture (like a mesh fabric) - but only if the resolution/target art style allows of course. Also, more elements could benefit from graphic weathering similar to…
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
Hi, small update today. Looking to get feedback on a quick audit of work so far in terms of optimisation & design decisions i've made. I have got the low poly ready for the front undercarriage section, and baked/mapped it out. Looks no different to the previous screenshots as yet, so I don't see much point in posting. That…
Hey! I don't know too much about fighting games, however during my search, I stumbled upon this guy Sodom and super liked his look: image source: https://capcom.fandom.com/wiki/Sodom Not sure yet about exact technique, leaning more towards low-spec, perhaps just hand painted. Target engine: Unity? Rigged and posed. As a…
For the rust, I experimented a little with the morph target and morph brush. First, I recorded a layer that I filled with noise (I played with a custom noise curve and the noise strength/scale until satisfied). Then, I stored that full uniform noise as a morph target. After turning the layer off and creating a new one, I…
That's what annoys me, because to me that's almost as bad as when Killzone 2 used prerendered footage claiming it was in game. That was a big deal then and is totally why most devs put disclaimers on their trailers stating if it's realtime or not. I'm starting to wonder if we'll need disclaimers stating "this is totally…