Looks... hmm, a bit overwhelming for me. Having just played the Last Of Us, I loved how it was a linear story and not much in the way of time expensive side extras. Impressed with it's scale and scope but I'm 100% this will be in my 'never finish' category due to time constraints. If only I was 14 again.
The hit feels nice but when he drops to the ground it's a little messy. The bounce is a little too linear and doesn't feel natural. One part of the body should hit the ground first and the rest should flow into it. If you can add this to syncsketch I can draw some notes if that would help!
miauu's Live Measure Pro is updated to version to version 1.3. Changelog: - Added Linear dimensions - measure distances between points but only on X, Y or Z axis. - Added Decimal precision of the shown measurements - limits the number of digits after the decimal sign. https://www.youtube.com/watch?v=8Eb8IpmpTuU
latest CreasePlus 7-15-17 CurveChamfer doesn't work. Gives this error // Error: file: C:/Users/Keltam_PC/Documents/maya/2016.5/scripts/CreasePlus.mel line 813: Possible only on one curve. I only have one curve selected already and its linear 1 degree.
Wise words shared by Rorshach. xD Think what he means is that a lively topology describes the surface better than dead linear topology does.. or something. >_> Though it doesn't seem that you use that other type of bad method, but always something to have in mind. ~back to fumbling I go~
This is cool KP, I'll try and do some texturing down the line. . . if this works out you should attach on another room that's not a bathroom . . . maybe another typically "boring" space that we can do our own take on, like a conference room or a hallway. It can be an ever expanding linear space :)
The sword looks really good. Personally I'd add a bit stronger highlights in the golden parts to bring out the edges more. You might try this with changing mode of your brush to Linear Dodge. The bricks could use some more detail and color variation, like Tobbo said.
Edited: It does seem to set some internal flags so that your texture samplers in your material have their properties set correctly. The texture sampler type in your material should also be set to Linear Color or Masks mode. (thanks OBSCURA for making me look that back up :) )
A lot of this is very helpful. Would you say designing my small set pieces one by one and than combining them in my 3D modeling program to form a large modular piece could work? It is a single player RPG the player in cities has free non linear exploration.
The texture map is just a series of vertical ribbons tiled with an alpha. To get the spirals I just take a default sphere in maya and use non linear deformations to bend and twist it into a shape I like. I can also rotate and scale the uv shell of the sphere to get more results.