Needs a little weight on that initial run. And I would work on the legs while he's jumping/falling, they seem a little dead to me for such a killer blow, it would be fine if he's jumping over a wall or something, but he's doing much more then that. Not sure what you used for reference, but here's a similar clip from Troy,…
guys, im going to create the new contest later tonight, but if anyone wants to start there is no need to wait. The theme will be sets or single items for the heroes that entered on the workshop requirement page on the last patch Initially the thophy will be just for sets, but single items are still alowed Also based items…
MODO | Soft
Body Goal Map This video is a quick look at the power of goal maps in
MODO. When working with Soft Body Dynamics in MODO, a 'Goal Map' is a Vertex
Map that controls how much the soft body mesh retains its initial shape. http://www.pixelfondue.com/blog/2017/5/2/modo-soft-body-goal-map
5 core full-time staff and about the same in short term contract and/or freelancers like concept artists etc. Unfortunately coop was a Kickstarter goal we never reached and a huge investment in resources we just didn't have for our initial release. We really want to add coop though. :) Yeah we did use Alloy.
New concept in 3D. Looks much different than initial drawings because I wanted to see how having ramps and pathways would look on the space station, and design it how players might be able to jump up and down between levels through the openings. I might try to make it more blocky like the original and compare.
The lack of a door seems very odd. I initially thought the steel ramp in front was the door, except the geometry did not match. The texture on the fence posts just reads like black paint in most of the views - I'd stick to a more conventional and weathered appearance. The opposite is true of the razor wire and the chain…
Thanks for the tip, I've just updated the initial post! As for welding the straps into the actual skin, that's a brilliant idea. The only problem is I'm trying to keep the character super low poly and looking at it, the only way I can weld the straps to the character is by adding a large amount of really messy geometry…
I knocked out the initial low poly but it's sitting at only 3,060 polygons and 5,315 triangles. I think some areas could use some smoothing before I move on to UVW mapping. What would be the best way to selectively round off areas like the trigger guard oval or the top of the receiver while maintaining the silhouette?
Thanks for the encouragement everyone. This week I got a little lazy, so this update is on the small side with block-in houses and a catwalk test. An initial fog layer has also replaced the body of water that shouldn't be there (this is an airship world after all) Some kind of scrolling cloud material will rest on top of…
Looks cool mate. Have you registered over at touch arcade and started pimping it there? There will instantly a bunch of guys that you will get sales from over there. You need to get that first initial push. Also see if you cant get the name out into the twitter networks, its where a hell of a lot of the cross sell happens…