It also helps to find breakdowns/demo reels of VFX Movies. It's better than just watching a tutorial IMO. A good one that comes to mind is Eiti Sato's "Sixteen". Absorb everything you see from the beginning to end, and just try and match it in complete detail. https://vimeo.com/227294678
Recently stumbled upon this thread, so late to the party too... [vv]136661204[/vv] Thanks to Giles Ruscoe for the model: http://www.polycount.com/forum/showpost.php?p=2160099&postcount=128 Also thanks to Sand for his take on the rigging: http://www.polycount.com/forum/showpost.php?p=2212562&postcount=138
http://store.steampowered.com/app/226700/ So this is on the steam store now. Screenshots looked good but in motion it looks atrocious. The animation is unforgivably bad. The gameplay looks jerky and floaty. Shame.
@bafly Hey, I see I forgot to @ you so here once again thank you. Would you also have any idea why the modeling toolkit is extremely slow? Even when I delete history snap mesh is only 22k tris.
That's up to you, I suppose. Usually I think it's for modular texture sheet for customization. (changing gears' color without changing character's skin. or vice versa.) I don't know what loads faster in term of performance or taking up less space. 2 sheet of 1024x1024, or 1 sheet of 2048x2048. Oh, the voting thread for…
I like the way the textures turned out on that set. Nice job Hunter:icon60: Progress update #2 It's been slow going. Work has been eating up a lot of my time, but after the 22nd wraps up... I'll have more time for animating [Spawn] [Basic Attack] [Out of range movement] (sorry for the image spam. I'll make these smaller…
Thanks for the quick reply EarthQuake! Thankfully I was able to pinpoint the issue (it always happen right after asking a question haha). I thought the issue was coming from the the "shadow blur" setting. But I found out that this setting is dependent on the scale of the object, and therefore the "halo" disappeared after…