To start off I'll post my progress and development of the two key levels in our demo thus far: * the Sewing Room, where our player character weaves fabrics, sews clothes and dresses up in preparation for battle * the Silken Forest, the tutorial hunting ground for the player to harvest crafting materials for making fabric…
this is why i explain to my friends you gotta step on some heads on your way to the top and kinda just abandon your ethics if you want to make bank. I cant wait to put my bootheel on my roomates head if we are both working here at ubi on my upwards climb. no mercy. no surrender. cash rules everything around me.
Finished the main shapes of both of the handles. I've found some more concepts that I like the style of and will steal details from them. I'm gonna go with a foldable design (something more in the line of the first image) for the top part and I think I'm gonna do some sort of electronic puls thing that shows when you open…
I'm writing this by memory and from my phone, so it may not be 100% accurate. First thing check that the object origin is at 0,the scale is at 1 and the rotation at 0 (at The top of the sidebar opened by "n"). Then go To The object panel in the sidebar and set the parent by selecting the model First, Then Bone and Then…
That looks great, the colours are very nice! I personally think it could look even cooler if the flower and cracks occasionally pulse power and light, or had like some energy slowly seeping out from them if you wanted to take it a step further. Also what about making the sphere higher poly so that you can't see the hard…
I'd skip the normal map step and bake it like a colorID map: have your modeled cutout as the top layer as black, a white plane underneath it, and the plane you're baking to at the bottom. Though doing this entirely in 2d as vector would be much faster, particularly in Illustrator or Inkscape. Or use something free like…
@Eric Chadwick Thanks for the suggestion, I've tried handplane before and it's an extra step I'd like to avoid in my workflow. Didn't try it on this problem, so not sure if it would fix it. I gave up years ago and moved on to Marmoset and it has raytracing now so no need for Arnold lighting anymore.
I think adam means a touch of this ... A dab of that... Sprinkle a bit of this on top... And you got yourself one impressive skytrain scene. And realistically you could get a good looking in game interior for under 1 000 polys. And if your going to do a cool ripped up, dangling from the tracks scene, then id say use some…
Can you post the reference you're using as well? I love Tomb Raider so I want to see this again when it's complete. What's lacking right now is contrast. Everything is white. The other color you do have is ok, but it should be saturated more. Give it more of that orange fire you're looking for. You can make parts of the…