Hello guys. I want to show my small personal project that I'm currently working at. And get responses and critics. For now i have part of the pillar and slipping sense of final result. In the end there is going to be a part of the scene with the floor, walls, cell and couple of elements. I want to work close with…
hey guys here is a small update just working on the horns and shoulders at the moment and getting a handle on the dota material, crits are more than welcome.
I am getting a Chinese water dragon from vibe from this guy as well. It's a sleeker, faster lizard and could be a better reference for the musculature. Also try and make it so you can reuse those spikes to save on UV space.
I didn't care for the screenshots of BoS, so when the demo came out I tried it to give it the benefit of the doubt. It's a neat concept, but the excution just wasn't there for me. Also the breathing and armor clanking being louder than a war going on around me was annoying. The first part of the demo was real buggy for me…
Been working on this a bit, kinda wanted to make it more gloomy so went with a wet look, added rain and some atmosphere. Looking for some advice and pointers to get this looking better if anyone can help me out. Be greatly appreciated.
that is a programming question, and there are many answers. what game engine you using? You should probably ask on the forums for that engine. If it's unreal, you can lerp between two textures and drive the change via a parameter you get access to from a dynamic material. That is all steps covered by thousands of youtube…