big update on our whole efreet-ember collabo (hayes, rocket, horse strangler and me): there are still missing both weaponmodels, the size of the mainhand sword particle needs to be adjusted - as well as the spawning point of the fire hair needs to be more voluminous. those will be the next steps.
To break symmetry I can only think of scars/injuries. Like a hole in the ear from a gunshot wound or scratches on the snout. Maybe when you start texturing some stains on the clothes. Off the top of my head that is all I can come up with.
The particles aren't placed based on the detail map. They're positioned using a separate mesh that spawns particles at each vertice of the particle mesh. There is a way to import those currently with the in game importer for weapons with particles but you still can't import your own particle effects.
Update of the back weapons with a slightly smaller scale and roughed in gradient ramps to get an approximation of the blood stains on the blades. Any thoughts on the current scale of the weaps stabbing him in the back? I've been tweaking these for way too long and some fresh eyes would be great =)
Looks really great man :D My only crit is that the detailing on the black panels could be scaled up, and this area seems to be missing something to me...I'm not sure what though. maybe add some more staining around the join and leaking down the wing.
Thanks for the tip, I was doing it by pulling geometry from the cylinder which is why I was having trouble. I've always stayed away from booleans ever since I did product design I assumed that they are the spawn of Satan. That's what the Fresnel is for ;) But just for you.
Thanks. Right the original question spawned because I was using the duplicate layer out of one file into another so I would get exact placement but photoshop records document names. I wish actions could be recorded with some sort of relative flag.
oh yeah, you may want to turn your characters into a point cache so you dont have hundreds of bipeds running around. This has the bonus of being able to net-render without headaches. You could make these spawn by pflow too.. nice.
Shadows and lighting good...texturing needs a ton more detail to go with clarity....so far looks to dead even its prolly the same color scheme...tack on some effect like mud stain. Perhaps look at the tank models in COD 4 or something...
Did some photogrammetry today, I used Meshroom and Alice vision to make some decals. It was nice to be able to get back on this for a few hours here and there this week, I've got a ton of paper work landing on my desk so my procrastination level might even get this finished. ;) Next up building stains.