Gah, if Borderlands 2 and Diablo 3 and possibly the Last of Us aren't taking up my time, I may consider this... but idk its an interesting approach to COD. Looking forward to seeing some more gameplay and info.
Idle Animation - 99% finished. It's subtle but we're going for as realistic as we can make it. That goes right down to the soft breathing of the soldiers (which is only noticeable from the side perspective). https://www.youtube.com/watch?v=ufgBRdOng98
they have gathered pretty much all the best features of PS, painter, sai/clip paint studio, and other packages (I think only artrage currently wins with their advanced color mixing algorithms, but it's an odd software, idk)
I'd keep its movement minimal except in emote animations. tail movement figures quite large into animal posture and communication and act as counter balance for large actions; for locomotion and idles the tail doesn't have large movements.
I see your point , but I prefer to have it in a more idle state for a better reading of the set (as that is my intetion to begin with) update :I've uploaded the set :) workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=187013245
I suspected as much. How safe can it be though, being right on the trigger? IDK, I never shot one, but wouldn't that either have very little effect, or otherwise make it more difficult to fire in quick succession?
well texture its just name for surface + color or idk how its explane you can just sculpt wood, rock or whatever you want take bump map and colorize it in PS and use it for something cool
What would you fellows suggest instead? I do want to keep a leafy protrusion, but if that one isn't working out, then idk. Still, if things aren't working out on that one I wouldn't be sure what to add.
I don't think that 3d coat can actually be a substitute to substance. Yet idk, never really used it. Most of the time I see people using 3d coat for stylized assets like hand painted stuff.
work on the ears and back of the head to get it roughly at the same level of detail as the face. Study the skull; the ear hole is an important landmark for judging proportions. Flesh and fat hangs off of bone through gravity. Carve out mouth and eye cavities, and make separate meshes for eyes, teeth, tongue. Don't sculpt…