AI was never fully realized in Slipstream. We've got bots, but we ran out of time and couldn't get the nice code working. Physics should be a fairly high priority, until you've got a basics of EVERYTHING sorted. Adding in AI functionality in segments at the same time as the physics segments comes online is bad. For…
I have a 360 that is a boat anchor right now, it RROD'ed a few months ago and I haven't bothered to replace it. Not that I was a very avid gamer, I can safely say I have more games that are still shrink wrapped, than I've played. Having a daughter and loving to work on personal projects takes up most of my time. Also I've…
Thanks for liking this, ive become a bit blind after working on it. Gele: Ill post some in a bit Lazerus : I booleaned it, it was very hard to wrap my head around it and get the normals of the cylinder to work properly, but finally i realised i had to match the segments correctly and it worked like a charm, i probably just…
Hello everyone! Its the end of July and we have another update to wrap it up! Today I have another look at Strawhart’s hub stage, which we’ve previously showed a bit of. The house pictured belongs to our player character. It shares a lot stylistically with our Stage One designs, as the two areas follow naturally between…
Saw it in true Blurry3D! Had the glasses off something like 40% of the time. I dunno why but somehow the glasses made it look flatter to me? Like a pop up book. I didn't feel the volumes 'wrapping' around each other as opposed to what my brain somehow imagines when I see a 2D movie. And thought it was pretty blurry too,…
Hi all, It's been a while (work gets busier but free time sure as hell don't get slower!), but finally got round to getting out a spline pass of this. Syncsketch was really useful last time, thanks for the feedback. I've added another SynsSketch here as well so feel free to use that also: SYNCSKETCH:…
@count Vader: Thanks for the feedback. I made the stains more subtle. And you're absolutely right about the seam. I tried to mimic it by using the dam standard brush with a wide radius before making the seam, but it looks like it doesn't read well in the normal map. I'm hesitant to change it though, because I'm keen to…
Remember that whatever materials you apply to your high poly will also be captured. Normal, spec, diffuse they can all be captured. A lot of people overlook this and capture just the difference in geometry. So taking some time to do some basic materials and unwrapping on your high poly can get you a pretty good start on…
Man it's been a long week. So here's some paintings and drawings! More architectural studies. Starting to get a little more familiar painting them. I tried a few different techniques and steps in these studies - trying to refine my painting process and make it as efficient as possible. My problem now is that I'm still…
The sprite hull packer is a awesome idea but the prototypes I had so far were not close to perfect or what I would call use able. Some polygons were intersecting and the simulation was always random which means I can't re-peat the same simulation which would be essential for a tweak able tool. The other thing I wanted to…