Hey guys, I am not sure if I will have time to finish this or not but I've wanted to do one of these forever so I figure no time better than now. These concepts are totally different style from anything I've done so I think that's a good challenge for me. I am going to do the heavy viking guy - first concept. Just cause…
3/28/16 update Hello everyone! Lots of things to update! I hope everyone had a fantastic GDC! The goal of today's update is to get ya'll up to speed and give you all a bit more information about how we're moving forward with it. First of all, we're looking to launch Our Ghosts of War Steam Early Access launch sometime in…
3/28/16 update Hello everyone! Lots of things to update! I hope everyone had a fantastic GDC! The goal of today's update is to get ya'll up to speed and give you all a bit more information about how we're moving forward with it. First of all, we're looking to launch Our Ghosts of War Steam Early Access launch sometime in…
@PatSaenzG One thing I might recommend before you move on is making sure your UV islands are rotated relative to each other. For example I'm guessing those big curved pieces are the cauldron body. If you end up apply a tiling material that has a direction to it you've then got one part that's appearing vertical while the…
Concave ngons don't work very well in any software in my limited experience. You can always make some cuts here and there, connect a few vertices to support your workflow - it will not take a lot of time I'm sure. At the same time I wouldn't worry too much about software & workflow. You know how to use Maya and that's a…
@Mighty Pea As I saw Knobs first time, I thought: Hell! He can't do that. :D But UI is WIP and not so bad as it looks as first impression. In fact, it has it's cons, but is easy to use once in. And it's self explaining. Knobs moved with LMB & horizontal move= big steps, LMB & vertical move = fine steps. Hotkeys are solving…
stroke > curve > snap increase resolution fiddle with the curve use move brush to make final tweaks Curve snap does not detect collision, but rather snaps to vertices (or averaged between them. in practice it works like collision detection, but it's not a one button solution. You've still got to do a lot of tweaking and…
You're doing the Lord's work. May the grain be with you. The grain will almost always (in practice) run along the long axis of the piece of wood. Think like a telephone pole, how the grain runs up and down; and translate that into pieces of a chair (yes, it's true even when the wood is cut into boards). The reason is, the…
So how did you generate your normals? a high poly model or via photoshop? Based off what I've seen it looks photoshop since everything is so flat. You need to give more depth variation between the parts. I looks like a yellow flying lunchbox being so flat. And why can't you use the color palette they have in the concept?…
retopo is a pain. I don't really do any games work now, but in vfx/advertising or whatver you want to call it , they generally want a 'traditional' mesh with lots of horizontals and verticals.( much like a quad based base mesh that you would sculpt on) I am not often asked to do any retopo, so it's a case of matching the…