Minoan hero character. really happy with this guy. some finishing details left to do, but calling it good enough for now. May end up with a spear for gameplay purposes but if I can make the axe work I'll use that instead. Also been getting some help from @Fabi_G who made these characters, which I think are achieving the…
Okay, no update on this project for a minute because been working on an update for an older game and it takes a lot longer than I hoped. But its nearly complete so I have been returning to this. I have been working on scheduling more than anything. After preproduction and then actually doing production task for awhile,…
@iam717 that's an excellent reference image. idea like that could work well for an underground labyrinth level. i think my shader right now has most of the features to support it so i'll give it a go once i get to that level
got rig for the persian setup. she swaps between sword/shield mode and bow mode so a few extra controllers for that. She also has some dreadlocks and skirt to be simulated but setting that up is tedious so i do it later and keep knocking out the big things for now. The good thing is that rigs and animations are starting to…
@iam717 if you don't wear shoes for a long-time feet become like leather and lose sensitivity in them. like dog paws. i am sure that any ancient warrior who had sandals or boots would wear them, especially if going to fight, but for this character her archetype is like a challenge run character - similar to how in dark…
bit of blockout for the minoa palace. like the main stairway on right but left side I think should maybe tone down the columns so that pathway ahead is clear focus. maybe see more of the city rising onto hills in distance on left side to give sense of vastness. I'll only show it from player perspective so I think maybe…
More blockout on the minoa level want to make a few notes about how I plan to tackle this, because making a big level - it's kind of difficult to figure out where to start, and do the work in a way that gives me flexibility in the future as much as possible, but is still quick and productive this is my first major foray…
Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…
okay this is still WIP, but kind of liking this hanging garden of babylon test scene. This is not a functional level, just wanted to get something together quick to see what this art style might look like and what it will take to actually build it. I made the scale of the building halfway realistic, and it is nice that you…
Okay finished an experiment to go for more stylization with the characters. I built a new model for the main hero character. This time I only did basic low poly modeling and just flat colors for materials. Just push and pull vertices in maya, no sculpting or complicated workflow. The minotaur model is the original sculpt…