If you want it to snap back to a straight position when at minimum length, you could have 2joint chains that you blend between using the length attribute as the driver. So you have one short joint chain that represents the minimum length straightened out sword (You could animate this FK if necessary), and another chain…
I wholly agree with stevtson89's response. Having unique pieces in your portfolio is nice, but it's really about how well you made said pieces. Right off the bat I can tell you your wrap for the hilt is wrong, and it's probably the biggest detractor from the asset overall. You need to really, REALLY pay attention to how…
All three assets are very poorly optimised. You don't seem to have any problems with high-poly or texture work, so just spend more time on the low-poly models. I'd personally take all three down and retop/rebake them. Remember that if your model isn't going to deform then you don't need to stick to quads for your low-poly.…
I personally think cliche is so overused to describe things... I don't care if I've seen something 100 times, does it show thought, detail and technical precision? Does it all fit together in an overall style and theme of the whole presentation? Does it look like the space can be lived in and is practical? As long as…
Yep, parent constraint is the way to do it. I'd have two "helper" joints (one on the hip, one in the hand) for the sword, then the "actual" joint which the sword is skinned to. It doesn't have to be a child of anything, it can be free in the world. Then you'd just add the two "helper" joints as Parent Constraint targets…
Making this thread so I have a place to showcase my new WIP, a fanart model of Link from Breath of the Wild! This isn't just a random project, I have a few intentions and goals with it: - I want to learn Blender. I recently switched from 3dsMax to Blender, and I want to use this project to really get to know Blender, and…
Thank you for the kind words! This project is taking some time, but I am having a lot of fun working on it. Lately, I've been really enjoying the fusion of all gamedev fields. For me, it is much more interesting to make a game demo rather than an ultra-high-level portfolio assets. The downside is that if someone is looking…
Greetings, Our team is currently looking to expand. Cyclo Logic Studios is a volunteer-based group, producing a freeware game. We are currently developing an online 3d action product and eventually add RPG elements. To summarize in a few words our first demo releases will feature a relatively small online 'map', and…
Greetings, Our team is currently looking to expand. Cyclo Logic Studios is a volunteer-based group, producing a freeware game. We are currently developing an online 3d action product and eventually add RPG elements. To summarize in a few words our first demo releases will feature a relatively small online 'map', and…