Thanks for sharing! How do you decide how her wing moves? On her auto-attack and W it seems more like a cape, but on her Q it seems a bit more stiff. Is it dictated by the motion?
Hey Jason, It's been a long time man! This is really coming along. Feathers are coming nicely as well. What's the plan w/ the hands? Thinking about adding some cards for tufts of hair as well? -Tyler
Been playing a lot of this game.....it's pretty amazing. Really fun. The thing that worries me is that....now playing games w/o the parkour system in Dying Light will be a bit of a bummer. It's super smooth and very engaging.
Heeey! I was looking for your thread, finally I found it! I love each one of your poses (I already told you), I'm so jealous of your skill to draw characters *w*
So far I really like it, the interface is nice and it feels snappier. 3d manipulation is way better, painting was still really slow though, and this was on a 1k viewport document painting on a model w/ a 2k texture :\
If I'm not mistaken you'd need to add something to the opacity channel to say where you want see through. In this case you could just turn your rendered texture into a B&W version and use that
no offense meant here......but when i first saw the very first post w/the concept i wasn't very taken. but now after seeing how awesome the eyeballs look. man, update SOON.
Hmm, I can't seem to find how to enable toggle sprint, as my keyboard doesn't like shift + space + W pressed down at the same time, I kinda need a sprint toggle :P
kaburan> agree, i need to play around w/ the spec map more and spend some more time on it. thanks for the critique. OtrickP> used maya, zbrush, xnormal, photoshop, and marmoset- in this exact order haha