It took our team 7 months, but we have released the third installment of The Ball! # At least twice as big as the previous release # We have redone large parts of the first three levels. # More than 4 hours of singleplay gameplay # 100 Percent all new art and content # Over 16 secret to discover and one very hard to find…
Take 3. Got some really good feedback from a friend, and it was essentially that fiddlesticks isn't taking up enough room on the page. Recently learned that league has started doing updated lore which is cool, and found this in fiddlesticks story: " But the scarecrow stepped on his back, pinning him to the ground. The…
Haha, this is really great. Makes me imagine a more family friendly version of Dark Souls monsters. I really like the mashup of sheer ridiculousness but with a realistic style. Few critiques/suggestive ideas : the stitches feel like add-on stuff from substance painter. Some "holes" where they insert might make them feel…
Been tweaking the materials a bit more today and posed some more skellie-boys: @allmighty_thunder thank you! @oraeles77 I baked the skulls and bones from my sculpts (so no, not made in Substance Desginer) and use the height-maps in my graphs. And here's my wire frame: I'm tessellating all the modular assets so I can…
To me it looks like those border edges are treated as hard by default, or the cage goes over the edge. Does it display some artifacts on the mesh itself? If that is a problem, I'd personally extrude one more loop from those for baking purposes only, and remove it once everything is baked properly. It's generally a bad idea…
It doesn't crash for me 3dsmax2014-sp5 but I do get some wildly unpredictable results when I use it as intended (for skinned objects that won't be edited). My issues are just with what I see in the viewport, it loses textures and displays black textures, but it renders fine. It's not a huge boost to viewport speed so I…
The mouth looks way too wide. Look up some Pandaren concept art. Also, the colors really seem to be clashing. It doesn't look like they're contributing to the overall image that well. It might look better if the gold color had more of an orange hue. I like those gold monster faces on the armor. I think these are the best…
If you are going to export to Unity there are some undertakings on forum both here and on unity to make proper tangent calculator for xNormal for Unity. From my point of view it is not so obvious but there are some differences in how unity calculates its normals and tangents. Principe is known, just results are different…
In this scenario I have mouse-overed the "Mech Arm" thread and am presented with a thick bar. Clicking that bar drops an image down from the thread title, pushing the other threads down with it. Well, the way I am seeing this is as follows. Imagine having to do that for each and every image of a portfolio. Wouldn't that go…
@monster Hey thanks for the info ! Sadly, it does not change anything. Sorry to hear that! The use of UE4 should definitely have been mentioned in the first lines. But at the end its not an issue caused by unreal because it is also there when importing in Blender. Which means this is not a UE4 specific issue but a 3dsMax…