I should note that I do use a workaround: * Take a heightmap of a sculpted sloping terrain, by your usual means. Save it as (UV-unwrapped) mesh terrain file (.obj or .fbx). * Extract a heightmap of the mesh terrain, by some means (I personally created a makeshift "heightmap template" to do this quicker in Blender). * Take…
This year has been a slow year in terms of personal work but i picked up an old project i started last year to spruce it up and make it less... Bad. I just wanted to do a mini art dump to show the progress of this project in one place as its spread all over my twitter at the moment and ain't no one got time to sift through…
Bro i really feel like you need to sit down and focus on 1 main piece to submit for this competition. In my god honest opinion i feel like you're speeding way too fast in your pieces. This would now be your third one. I believe if you sat down and dedicated your attention to one or two pieces you could push your designs…
Here is the walk I am going with. Wanted to do something simpler that showed off her character better than a weird run jump combo I had. It will work well with my recall, which I am in the middle of redoing to be much more fun, and less committed to my reference. Anyone have any thoughts on the walk? How I could push it? I…
A few more updates tonight. My buddy got logic working to fade out any objects blocking the player's view from the camera to the character. (cross section of the tree shown.) :smiley: Also working on some brick archways for the scene tonight, got the base section that will also show when the top piece if faded away just…
Hey Lluis, there is some solid stuff here, especially the horse. I will say that the Coraline shot is a bit awkward. You're not really using it as reference, but rather reanimating exactly with different characters. Basically rotoscoping, which is frowned upon. Using other films for inspiration is great, just be sure to…
Thanks a lot for the replies. Yeah the images look fine, it's only when moving the camera around that the shadows flicker. Hmm, I don't think it's double facing. I have selected everything and removed doubles. I have also tried to delete faces in a large area, then rebuild them again using the existing vertices. No…
Really? That's kind of... slow of you then. Games are far more than just the graphics. We talk about choices all the time in narrative, whether we liked an ending to a game, why a certain character is made old or young, or gruff or bubbly, etc. This is merely an extension of these topics, and as artists we should be aware…
yes, it could be done, although would take much longer to do. Currently it can be optimized well as I only raytest the slices within a depth layer. If it already was a full 3d mesh, I would need shoot a lot more rays from all sides. there is already two maxscripts at scriptspot (search for voxel). but it doesnt create a…
the pacing feels good so far, and the "flow" feels good too. I'd include the sword's actions in the blockout, it's too integral to the action and it's hard to read what's happening when the sword stays in the same hand all the time. If one doesn't know the sword is being thrown and caught, they would be totally confused.…