If the parts needing to have mirrored weights can be attached to each other so that they share the same Skin Modifier, but are still separate elements, then you can use Mirror Mode (under the Mirror Parameters rollout) to do what you want. On unattached objects you can sort of do this by saving the envelopes (.env) from…
I tried the demo yesterday, and a watched a bunch of other people from the studio play throough it and everytime it was dope. the audio is great, voice acting aside. and the visuals, my gawd. the subtle env reflections in the metals looks like candy to my eyes. I like how the controls seem to have momentum and weight…
First time doing one of these. Loved the first environment and had to take a crack at it. Wanted to spend time getting a good blockout done so the proportions where all accurate. Trying to establish a good base so i dont get overwhelmed by the end
Yes you are doing it, i was just concerned since the dragon(zilla) robotic previous work i was trying to help with also though i was late to try to help. If i remember correctly, (saw it late stage) had the size ratio issue to parts as well, that came out well at the end i just wanted to add that reminder to this to cause…
Thanks for actual suggestions, rather than "scrap everything get a ref". Using the fact that this is a different world is kind of an excuse, but I want many of the things in this game to seem new. This isn't going to be a game with dragons, elves, dwarves, and standard fantasy fare as we know it. Ever since Tolkien wrote…
Fantastic end result, and some very nice asset this environment has came a long way! You should be proud. I had one issue left to address with it and you cleared it up before I came across the thread again! Nice job!
Hey guys, I dont think I ever got around to posting up some of the work that Splash Damage did on the Arkham Origins Multiplayer. We worked with Warner Montreal on the title and it was a lot fun to develop. Coincidentally we are now hiring for a next gen project. This is just a sample of the great work completed by the…
Comments: @Oliver_Farrell: Thank you! @benji: Yeah the bricks are an issue. I hoping to change them to cobble stone near the end. :) @Mcejn: Dude I love your wow scene. I starred at it for a really long time trying to figure out how you went about things. I think I just need more practice. I'm going to address some of the…
you might want to start blocking this out in UDK before getting too detailed to ensure correct scale and proportion. Always helps me as it's easy to make an environment WAY too tight in max, and then end up with tons of empty area in unreal.
Haha, just when I was starting to feel cornered while working on my envo pieces in Zbrush. Slightly disappointed they are made with Mudbox in mind, but since the theory applies to all sculpting packages your tutorials should be very helpful. Thanks aphexx :)