In Maya it's deform > non linear > bend under the modeling tab. Then drops in a curve with parameters to bend it -- sometimes necessary to rotate the curve in the direction you need. Just use the rotate tool.
This is another linear interpolation render. In this one I replaced the cube for a wooden mannequin, sped up the final hit and worked on some poses. Any advices or critics? [vv]113343237[/vv]
More of a refined layout of the buildings. I messed around with the size and space contrast and decided not to place them all in a linear fashion but rather utilize the corners for a hopefully more dynamic layout.
VisceralD This color texture is the mask in linear space for material layers. Each material has own settings and textures. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/index.html
Mark, that's a philosophy I can totally buy into. I also believe that people will shift around non-linear scale in that regard. It's not a simple binary definition, it's never that easy to categorise people.
Software? In Max, edge sub-object mode has a button "create shape from selection", choose linear. Then click on the shape, and in the Rendering rollout click Enable In Viewport and set it to Rectangular.
Thx to @Obscura, now I know using Linear Dodge on the vinyl material normal channel is causing my problem. Though I haven't figured out a good replacement for it yet.
Come on, that movement stuff is trivial! Read up on some linear algebra and use your head a little! I don't know what collision detection and BSP will do to you otherwise.
*waits for inevitable Skyrim jokes* Looks nice! Never been a fan of AC though.. Maybe I should try playing the later ones. The first one was very linear.
I stand corrected! I'll take your guy's advice and build it linear. @easterislandnick touche, man! well said. @JustMeSR thanks for the mini demo, man! much obliged.