I loved the sheer quality of things like the spirit walk... when you approach your body floating there you don't see jagged polygons clip through the surface...the surface of the character burns away. The puzzles within the game. I've been waiting for an FPS to incorporate brain teaserish puzzles.
[ QUOTE ] castles with nothing but a bear in it, elaborate aztec-like ritual altars with *nothing* in the area, buildings that look to be made entirely of wicker inhabited by large floating squids [/ QUOTE ] this literally made me laugh out loud, i kinda want to see this in action now (if not actually play it myself :P )
If i would apply for Environment Art i would do a floating island and a detailed breakdown. I would use everything from megascans to desinger textures mixed with my own assets. In the end it has to look like made from one person. A homogenous art flow is key.
Hey, I dont know about marmo but in unreal you have mesh decals. Look into that. I guess you can do floating planes with transparency for marmo, just give them a slight distance from the base mesh so that you dont get z-fighting.
Holy shit this is so awesome! My only comment would be about the lack of AO is some parts, especially the accessories. Some of the clips, straps, and clothing look like they are floating because of it. Marmoset has a separate slot for AO that will mask the indirect light and really make the model pop.
I was thinking about it. But I can't remember many scenes that didn't involve the refinery or it floating through space. The former is waaaay to much work and the latter doesn't seem as dynamic. Once the modeling is done, I'll go back through the movie though and check for all the shuttle scenes.
That is not new to the 'permahangout'. Nothing has changed about the content. No one is stopping you creating a 2nd one. In my opinion, keep the permanent one and let people float their own around it for either more focussed work groups, a different "experience", or just because the perma one is full.
That should be a pretty straightforward setup, you can simplify it by putting the collider on the animated door itself. Code would be something like this (pseudo code): var DownStateDelay : float = 3.0f; function OnTriggerEnter (other : Collider) { if(other.gameObject.tag == "Player") { animation.play("DoorOpen"); yield…
With look at constraints, the objects are not fixed to the blue section. So they float around and don't look like a legit pivot. Then when I move the entire object as a whole the look at constraint starts to rotate the objects counteractive to to the up and down rotation of the pivot. Can I over come these somehow?
wow I havent checked in on this thread in a while and I must say loving the direction you took. I didnt expect for the environment to take this route but it was a good choice. Im really inspired right now with all the sci-fi projects floating around on the forums including this one.