Thanks guys. I'll be adding some definition around the corners for sure. There is no need to keep myself from going over 3000 triangles anymore. Might as-well create LODs for the house. @Brygelsmack : I useally work with stones that have less then 40k polys. Smaller stones need even less polys. You might wanna turn on…
Thanks guys! I appreciate all the kind words and crits :D FreneticPonies - I'm glad you think so :smile: Yeah, you're right, it looks really weird between the size and the shiny. The rocks on that mountain are supposed to be more like pebbles in most of my reference images haha (they're actually mesh, with no LODs, which…
Yeah your right about the LERPS they are use full but expensive to use. I work on an MMO and I have had it pounded into my head to not use them as the game has to scale from shader model 3.0 to 2.0 and for some reason they cant scale from one to the other as the LERP is to many instructions for shader model 2.0 ...or…
Thanks for the help, everybody! I redid my unwrap and focused on making it as good as I could. I did two different unwraps, so that I could compare the results and determine which one was best. For the first unwrap, every vertex is snapped to a 32x32 grid. Assuming a lightmap resolution of 32, every face would have at…
Awesome! Some more architectural thoughts, if you'll have them: The door header looks a bit odd to me. I think at this time the horizontal 'trim' (or bellyband) running around the center of the building would act as the header. That trim would delineate the bottom and/or tops of the windows as well. With that in mind, I'd…
If you mean good foundation in ART, I get that. But I have to think, and I can't verify this after the fact, there's a big difference between a community college that has a vague game design course that actually teaches low-level Maya modeling (extreme example here) vs. An expensive uni where one of your professors was the…
Yep, Perspective all the way! I usually work with a viewport of around 45 in a perspective window, I then create a camera from this viewport so I can zip back and forth from ortho views to perspective/camera ones. Also if you are not working with symmetry while you are at this stage I would change now, it will help you get…
Congrats on the Ouya release. It's great to see more shmups on Ouya. Your game is visually beautiful, but I feel there are a few adjustments you could make to make it more fun to play. Firstly it needs an autofire when holding down the shoot button. Having to repeatedly press shoot in a shmup is annoying. Your ships…
CHARACTER RIGGER Do you possess that rare blend of art and technical talent? Do you possess intimate knowledge of the human anatomy that you can call upon to create realistic skeletal rigs? Can you create rigs accurately in a timely manner? Are you knowledgeable about the Maya API and can create tools and MEL scripts? The…
In this tutorial you will learn how to create a procedural bush plant in Houdini 18. We will start with the generation of the stems whose height depends on the height of the boxes selected as input. The methods used in the tutorial offer full control over the shape of the whole plant and at the same time it keeps a natural…