LATEST PROGRESS: ------------------------------ https://youtu.be/4ci3SQDQNnw ------------------------------ INTRODUCTION: Kay so I've wanted to do something with 70's sci fi and something different when it comes to the color-palette. Something more vivid so this thread is basically just me exploring shapes, colors, vistas…
Hello everyone, We need to fill the position of programmer for a PC game we are developing. There is an experienced programmer on the team who has already done a lot of work, but he needs an assistant and someone to move the project forward. We are at the stage where we have a very carefully prepared design document and…
These look like something that could be done easily in Marvelous Designer. Early versions (up to around version 5 or so) were strictly focused on simulating patterns drafted in 2D onto 3D forms, but more features got later introduced allowing to easily cut in more seams directly on the simulated cloth, as well as…
Sorry, I guess I wasn't clear enough. This link from the post https://oliverm-h.blogspot.com/2013/10/wip-parallax-corrected-cubmaps-in-udkue3.html Has images on some german image provider abload.de that shut down in 2024 and I can't even get them from the internet archive. I thought since the dropbox link is dead I could…
Most of the blurring techniques - real time and non real time as well - are iterative. What this means is it need to do some math X times. So either you can put the same math X times in the material editor with the nodes or you can just use the custom node and make a "for loop". In short, there is no blur node, and you are…
Q: Is it safe to assume that most of the weapons have the same 'mount points' for the characters hands? I see in the Double Axe reference file there are two nodes called b_weapon_handle and b_weapon_root.. but in there Dane Axe reference file these nodes don't exist. Thanks! A: I re-uploaded file for the Dane Axe to now…
Rigging is now finished, here is an image showing the bones used. It consists mostly from the bones used for the Marcus Fenix mesh. Texture map has also been created: Any improvements to be made?? One of the Normal Map faces has been completed: I have been told by someone (no experience in the field) that the wrinkles…
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I don't know if this has been said before but despite the changes you've made to the model, I still feel the face is too 'heavy'. What I mean is that while the face of the concept art is sharp and angular yet smooth, the curves of your model (particularly in the chin, nose and brow) are more gradual and lead to this heavy…
Really nice approach to this so far, I feel like you've got so much more to incorporate from what you currently have... since you've already gone along the lines of skulls and hell why not use the whole spectrum of the theme? like maybe use different bone parts to make up for places like the back of the guns etc... Some…