Thanks for the critique i agree with the bubbly looking pincers, they could maybe have been designed with alot more defined shape to them. The idea of the vertical pincers was done do create more of a defensive look rather than offensive. After all the main function of a scorpions pincers is for defence and crashing food,…
Yeah been a while since I last modeled. Here's the concept, a gun I drew up A question.... When I cut into the model to make a trigger guard, is it the best way to just delete faces and then sew the vertices together as neatly as I can or is there a better way?? Got my trigger guard done...
Hey ColdWolf, I like the construction of the model the thing that bothers me is the green wood planks don't have any vertical planks on the corners, right now it seems as if they were one continuous piece, the rock on the wall(is it rock?) seems a little too small for the size of the windmill.... can we see your reference?
Use the curves tool if you want to keep a little antialiasing on your alpha. Pull the graph so its almost a vertical line on the right side the window and you should get something workable. It might need a little clean up if you've got any strong whites in your decals, but it'll be close.
Loft the road with generate UVs checked. This makes for nice easy UVing. You can make sure that the spline path's points at are appropriately the right altitude which should get the road height close. After that, soft select the vertices on the terraing neighboring the road, pulling them up to fit things even tighter.
I can be bothered with correcting the mesh! I've just no clue on how to do it, I could merge the vertices piece by piece but that wouldn't guarantee its success, plus its a lot of manual work, I'm just looking for better options! Thanks for the suggestion, I'll check it later!
So far so good, but depending on how closely you're looking to match the concept, you'll need to play with the FOV on your camera. Right now the pipe/unit thing in the back is very small on the screen compared to the concept where it takes up considerably more vertical space.
It would be better to have it as seperate geometry but it can be exported inside of the same fbx file. Try it with the "attached collider" component. You would just need to have some sail vertices to stick in the ships mesh, so they move with the ship while the sail gets moved by cloth parameters...
Great characters and colors! The vertical gradients works pretty well to put focus where you want to but I wonder if such strong gradients would work good in a game setting, do you actually start from a gradient base or does it just appear while your painting?
Wow, the work on Greg is really great and how you were able to make him 3D while still keeping the 2D look and not showing any vertices. And nice job in the simple yet fun gameplay mechanics :D Can't wait to get this game on my phone :D