Every time I switch between Y and Z as the up axis in the world coordinate system, the viewport gets all wonky and doesnt rotate around the 0,0,0 coordinate like its supposed to. How do you correct this?
playing with some procedural grass. I eventually want to make the oasis more of a hub with just the town and a bunch of spokes or pathways to other levels and I want to move some of the more forest-y sections to other levels like the one below.
More 30 second poses... focused on the feet in the second one when I could. I'll probably just have to give myself more time on the timer to focus on a specific part next time. @_@ And just some weird demon-y doodles...
Here's another update for the time being... still working on this atm but thought I'd throw up something half way through :) Still filling in areas but keep getting caught polishing other areas too xD... C&C welcome (Y)
Really not feeling the saturation of those banisters, they stick out far too harshly to the rest of your environment colour palette wise, maybe desaturate it a teeeeeny bit? or even just change the colour... other than that this is looking amazing. keep it up (Y)
Ye i tried exporting it that way and the result is an exported file which still has y as its up axis. I have no idea why.. Would it maybe be possible to have a skype convo with you to see if we can figure it out?
Just going to post my progress on this texture I am creating with inspiration from your tutorial. (Has been resised to 512x512 from 1024x1024. Completely Tillable along X axis, not tillable with itself in Y due to intentional gradient and decoration.
Jessica Dinh: Thanks for the comments. Also.. the the environment concept paintings in your portfolio are sweet! locater16: i see what you mean, I will attempt a version soon with a more Deux:Ex-y lighting scenario where the gold glow is more dominant.
I'm guessing the frozen geometry looks something along the lines of these (as it's GroBoto developers who made this plugin); http://www.groboto.com/v3/Samples/samplemodels/index.html http://www.groboto.com/v3/Samples/samplemodels2/index.html Not bad but a bit triangle-y for high-poly.
The actual spike-y wood thing looks good, but I'm having trouble reading the material above it (with the concentric grooves). Is it metal? Stone? I think that material could use a bit more definition, unless I'm just completely missing something there.