Project Overview: We are developing an exciting mobile fighting game in Unity and are currently looking for a skilled 3D Character Animator to bring our fighters to life! If you have experience creating fluid and responsive combat animations for 3D fighting games, we’d love to hear from you. Role & Responsibilities: *…
John "aajohnny" Valenti created a new scene and from it spawned a new nDo2 tutorial that highlights some of the great features in nDo2 John's Overgrown scene was awesome and is a great example of how threads should go on polycount. After wrapping up that great project he didn't sit around, instead he dove right into a…
Hi there :) I'd add a few cons : - Dynamic subdiv's crease levels always resetting to 15, while user might not want that (I often opt for 1 or 2 depending on the density of my topology), maybe recall the latest used value or allow to store it in the preferences - Add a way to clearly set off Dynamic brush size everywhere…
I'm pretty sure beautyshots from the engine would work way better than the plastic looking shaders you just applied and i have no doubt the game will look great as a whole. But just for me to understand, and please don't take it offensive. A Creature like the worm or earthelemental, took 8 days to create, revisions and…
Using prefabs is only cheating if you can't make the parts yourself. :) If I need a pair of laces for a boot, for instance, I'll use an insert laces brush. I've made many pairs of laces in 3dsmax over the years, and know I can make them, so rather than cheating I see it as using my time wisely. When insert brushes were…
Agreed, but the cultures would become vastly better at observing and drawing forms. I should probably iterate that I don't think that Asians are better at making art, or that Asians for that matter have a inherent aptitude towards the production of art.. But neither does the Almighty Gir(Or at least not that Asian are…
You can also use Designer to apply those procedural textures to a model by using masks/filters with baked textures. You just wont be painting those details by hand in designer. And the layer system in Painter is much more like Photoshop or DDO (but better IMO). Applying those materials through designer seems to me, more…
The art is great. The craftsmanship is solid, shape language is good, and material definition isn't bad (quite exceptional on most pieces actually). There is a lack of major material breakups though, seems like a lot of materials are either a shiny plastic or a shiny metal, with a sparse amount of matte rubber and the…
The simple steps to create a normal map are written in documentation to DDO: 1. On the low poly (your source model), move any occluding geometry away; effectively exploding the mesh. You can put it back together after the bake. This helps eliminate any intersection artifacts in the final bake, and gives you a clean…
Looks like a great beginning! Designer is super powerful, it just takes some time to fully master the various nodes. Here are some tips for each material: 1. The normal map here looks quite intense, when you might want to use a combination of height and normal. Height for the big shapes, then normal to add smaller details.…