Dreadleft: yeah good idea on her hair! Ill def look into doing some strands that way, the only thing is, remember this game doesnt really have hairflow, or blowing hair with the wind lol so it would have to be very subtle and probably still connected on both the root and the tip. Tibbers actually has a few ripped areas, a…
I haven't ever played any early roguelikes (a bit before my time) but I've gotten pretty heavy into a few modern ones. FTL, Desktop Dungeons, Rogue Legacy to name a few. Seems like a lot of other genres are taking cues from roguelikes and incorporating some of the trappings in much the same way that rpg style leveling…
Haven't posted in a while. So the highpoly is a constant WIP :) There's sort of desired expression going on, hopefully I'll be able to pull it closer when I start texturing And I did the lowpoly. Gonna do the slick opacity transition in the hair roots and ends and add some flyaway cards on top of the main hair mass. For…
Most morphing systems only support the vertex position deltas, and everything else comes from the root mesh. It's just way more efficient that way, which puts you at a disadvantage. You might have a look into custom a vertex shader to make this work. How comfortable are you with Unity shaders? I used a custom engine awhile…
@krraej Yea, that branching out thing is difficult to do when you feel like you've worked towards a particular style. It feels almost like having to relearn how to do things? Which is always difficult starting from scratch and not necessarily knowing which direction to go in. I suppose as far as style goes, I keep…
sampson, don't say what you think it looks like! :O Now I thought it looked very nice and very futuristic until I read that you saw it like a fancy wrist watch.. now I'm just seeing that watch :( Oh well.. it still looks nice and I think the watch-thingy has it's roots in the curvature of the outer lines, don't know what…
Glad you liked it man and I agree about the hips, in fact I'm not happy with the beginning at all. I'm probably going to revisit it someday because i think the fall turned out quite nice and maybe try to add some more time before the ball hits. Heres the walkcycle again with fixed toes and I pushed the extremes on tran y…
Yeah there's no option that I know of in the animset to do this. But, there's a couple ways to address this. 1) Attach it to a different joint like root or reference, which typically doesn't have any rotation data. You can then offset the effect as needed. 2) Velocity and acceleration modules should have a "use world space…
it's already a skeleton, why not break the arms and legs so there's lower/upper as well? after that is just a matter of arranging the hierarchy of the skeleton and naming them properly. For name and hierarchy reference you can grab one of Unity's sample characters. if you absolutely have to have a rig under it, CAT or…
I agree with Cody. The lighting seems very, very flat. There's no contrast anywhere. You really need to make those shadows pop! The rest seems pretty good. Modelling is nice. What bothers me is the cut where the trees meet the ground. add some bushes or plants around the base of those trees to make it seem a little more…