I don't think a character accuratly recoiling from a blow with ragdoll physics equals good gameplay or is even a part of it. Thats another facet of graphics or more broadly "visuals". I find the activities you engage in, and they way they are treated & executed to be much more important. Control schemes are important.…
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Have you seen this thread? https://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio/p1 I don't feel it'd be proper to post portfolio links here directly, but check out some of the prop artists that have posted their portfolios in that thread. (keep in mind that some of them have since added work…
The tree model looks really nice but 10k tris is a little on the high edn, especially without foliage. I suspect that a lot of the triangles are in the roots. Are those necesary? Won't they be underground most of the time? Perhaps you can do some optimization on the underside of the roots.
Hello! Moar updates! The roots are not finished yet. I struggled with the design but I like what I have here. I think I'm gonna add a bit of high frequency details here and there(cracks and wooden wavy thing) on the roots and it will be done. cheers !
Shader, rocks, little more shader, crunching at work and more rock cliffs :) That´s pretty much what I have done lately. I´m testing a lot of different things right now. I also started to make the whole island. Now that I have the shaders and modular pieces done it´s pretty straight forward to build bigger level. One big…
You just confused scale with dimensions in Unity. The fact that Ethan's scale is set to 1, 1, 1 doesn't mean that he's 1m tall and making him have a scale of 1.8 definitely doesn't make him 1.8m tall. He would then be 1.8 * 1.6m (as you measured him in a 3D app), which makes almost 3 meters. The scale is just a multiplier…
I thought District 9 had some on point designs... EDIT... I just read you are making your custom design but will still leave me thoughts. Sick new render setup ! Say NO to the black blackground tho!!! btw... amazing modelling.. all been said. My advice here... Make renders with cameras MATCHED to the references you do…
no story, no narrative, no anything like that. my perfect game is something that is as skill based as possible, and preferably player vs player. player vs computer or player vs themselves can be good, but player vs player has the most replayability. the game should be highly competitive and have a high skill ceiling so…
That's a long vid.... Anyhow, concept art isn't dead. Conceptting just keeps evolving. It's not just grab a pencil and draw anymore. Some methods save time, some methods give more realistic results. Some methods allow for fast redesigning or some allow more juice to flow. That's not just concepting... We do similar things…