max/maya/modo/blender are all just tools on the belt. having the knowledge and ability to create something that looks great, has an actual sense of proportion and weight, is technically sound etc is what matters. where you place your polygons etc modeling is a skillset that is not really hinged to any specific software.…
So I've been able to get back at this within the past couple days, so figured I'd post an update. Basically just doing the modeling right now. I'm trying to make everything as modular as possible. I started changing all the unique meshes to the blue color. I feel like I have most of the basic parts all modeled out. What's…
I beat it the other day...loved it...yeah, that climbing bit is a bit of a pain, but you can hear when he shoots, and you just have to make sure that you are on top of the rock/pole - and not hanging from it - when you get hit, and the prince should grab the edge and save you from a messy end. That boss was a piece of cake…
It's all about the grid. You'll create a modular kit with pieces that have one of these properties: 1) Pieces that begin and end on major grid lines. 2) Pieces that begin on a major grid line but end at some arbitrary point to which you can use for vertex snapping instead of grid snapping. 3) Pieces that neither begin or…
Hi Lenka_Dan. What do you want the end product for/to do? Do you want to use the model in a game engine, or just for animations? It's not usual to rig decimated meshes, or to merge subtools before decimating them individually first. Depending on what sort of figure you are trying to make an end product of you will possible…
Good calls guys...im gonna push the SIL more in pass 3 wich im in right now as we speak! THE POLE! Its actually a mystical sword...pull out both ends and its 2 blades, one for each hand...i needed the blades to be as long as the handles....when it was shoulder width the blades were not to long.... So i buffed it a lil bit!…
I like the texturing style you have. However a few things are bugging me. The shingles on the ends have no shading on the wood beam under them, so they don't appear grounded. The shingles in the middle seem especially flat in comparison, either use less 3d shingles on the ends, or add a few 3d shingles to the middle. The…
Thank you so much for putting this into perspective guys! Huge thanks to you, Vailias for taking the time to put together that detailed description and diagram. This helps a lot. Here's what I ended up with in the end: I was having issues with getting the position down with just the one vector 2 parameter as it seemed to…
Please keep in mind that I'm using bevel shader (https://docs.blender.org/manual/en/latest/render/shader_nodes/input/bevel.html), not a bevel modifier, i.e. it does not affect High-poly topology at all. The topology is actually a mess, but I believe it should not matter as long as the end result looks good, since it is…
A game built for web is usually a folder structure containing assets. These assets include an index.html file that shows your game player, the javascript files with the game source code as well as the models, images and sounds. You need to keep this directory structure intact (even when hosted online) so that the game…