Think I would approach this by first creating a good blood in the water effect, with flow and without.... and with random area initialization. Then go from there.
Hi Everybody - I´ve been silent far too long, but now it is time to break the silence. One of the reasons that I´ve been so silent is the fact that I´ve been far too lazy those last months, I don´t have much to show - but I intend to change that. Some short words about me (the long and boring edition can be found in the…
Ok, so here's a quick spline sketch video for you Roostermap (just uploaded so it needs to process before it's available in HD): https://www.youtube.com/watch?v=YSuuC55fN70& This one is particularly loose and I didn't fuss over the details. Now I'd take the spline sketch and refine it a bit, make sure the proportions are…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…
I've been an independent developer for more than 7 years and would love to find an equal development partner or a small team to take our projects to a new level. If you are an individual: We would work out future projects together and you would be responsible for the realization of Characters, Props and Levels in 3D. You…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Yes. maybe. I saw fantastic job people do in SPainter sometimes but Painter sort of rules your hand. While in Zbrush you goes from general low-res form , through mid-frequency details to tiny details and it it makes you select what to do and how smooth vs how sharp. Since the detailing needs extra time you test in game…
This is what works for me. System -> Preferences... -> Accuracy and Units Unit System = Game Units Default Unit = Game Units Meters per Game Unit = 1.0 Up Axis = Y Though I did make some changes to the script so that when I export my models they face toward -Z in Modo and face forward in the default Unreal model browser…
Update Backlog 2 : Sprite Control & Enemy AI A major goal for my project was to create a scenario where the player is ambushed by several challenging enemies at once with unpredictable movement behavior to simulate a bonafide swash buckling experience. My primary source of inspiration has dominated my imagination ever…