Good Moose is an initiative from Nivanh Chantara and Marco Plouffe in order to provide collectibles based on some of Nivanh’s well known characters. Keos Masons will be modeling and distributing these collectibles. www.keosmasons.com www.instagram.com/nivanhchanthara www.instagram.com/keosmasons…
well the impression I got from the initial trailer was more like a remake of the Evil Dead (semi-serious pt1, not laugh-a-minute pt2). but then all the crazy twist stuff starts and I just didn't know what to think except that trusting in Joss is usually a safe bet.
nice! is it possible to animate the "turbulence" and initial velocity of the noise in its current state? or is its current speed like its default? I feel like some anticipation would go a long way. I'm pretty sure I follow your thread on RealtimeVFX too XD
Thanks guys! yeah @8bitTurtle Ive struggled alot with it on this project... idk if what I have is the best result but I wanted to try something new. and good point @Enalya I tried putting some lighter brown gradient into the tufts initially but changed it for some reason. Thanks!
@AnthonyAnimation Thank you for answering for me! @Jarran : Anthony's right, this was an initial legs/hips pass and I didn't want to just pose the animation without arms. Plus it gave me a chance to explore some poses for the arms that I had been having trouble with all stream. :)
nice work Carl, tell me is there a quick workaround for the hair alpha cards,whether its making or placing them? I am about to do my characters hair and initially thinking make a hair for the main bulk of his hair and create alpha cards for parts that are scruffy.
Alright cool thanks! I've been using a method pretty similar to the one you described to the other artist. I've painted in many more high lights and low lights in the diffuse and spec. I think it's getting there. It definitely looks better than my initial post. Update:
Ambershee predicts! Both. Retail is too big to cut out, downloads will initially be slimmer pickings, if they pick up they'll become more prevalent. Yes. No. You can do all this stuff in Dx9 if you want to, it's just easier in Dx11. The footage you're looking at is the PC build.
I've known a LOT of QA people and I know of 2 that made it up into developer ranks - and that was because they showed a TON of initiative in doing the hours long QA work and then also working on personal work and showing it off. It's a tough grind but it can be done. But it's not as common as you might be thinking!
depends on the style of the game (in both mechanics and visuals), in this instance id say modular assets would be the way to go, sketching the layout and what assets you think you will initially need is a good idea to breakdown the work , or even just blocking it in using the geometry tools in Unreal be useful.