At the moment we have finished the whole framework with menus and everything around the sports. We also have three finished sports and two more in the works. The first one is 100m dash. Or as we call it "100m snubbling". You use two buttons to run and have to alternate between the two or you'll faceplant and lose time. So…
I need not just a part but rather a threshold mask where one input higher then another. Would the blur trick work in pixels, same way Photoshop does it could be usable. That's why I think Photoshop is capable for the task even needing a huge mess of layers and groups for that. In Substance Designer I can only set the blur…
Unwrapping for DDO or NDO is just like unwrapping for any other tool set or engine. All you'll need to do is ensure that you have minimal stretching (which should be easy in this case) and lay out your UVs with equal texel density so there's no mismatch between shells. Musashidan is correct; we currently do not have…
@Fingus- that is true and I will test that method, thank you @jigsaw- That is very interesting about the pixel ratio, I would have never caught that, thank you; goes to show you that its important to make changes translating 2D to 3D, great find. You're correct about the hair, for now its just a place holder. I might…
Well, if you see a model and you can spot the image that was pasted on it and left as is for the texture, that is a bad thing. Especially if the photo source has lighting etc that sticks out. Worse yet is when you can tell it had a very poorly done crazybump pass to create the normals, double yuck. Using photos as source…
photoshop has 3d support. Its not super fast, but it works. Its a little clunky in that you have to copy the pixels from the texture assigned to the obj in photoshop, and paste into a new document. The texture that is attached to the 3d file within photoshop is a temp file, and not something that exists on disk. its also…
A little bit of everything with this update. Pixel art game — Enemy wolf run, hit and recover Enemy Bat - idle and death Player Run Player idle after time Mushroom hop, after player jumps on it for height (interacteable). Environmental filler concepts. Caves (left) - filled with small spirits, primitives Forest (right) -…
Alright, first of all, your UVs are still far too compact. Space out all faces that go beyond a 33 degree angle. Give them 32 pixels of space from other islands in a 4k texture. 16 in 2k, 8 in 1k etc. In painter make sure your bakers look like this: High and low poly: Bad UVscc: Good UVs: Second you're too aggressive with…
i'd consider optimization as something that can be put as an afterthought - you could e.g. render to texture - perhaps in automated fashion - a game resolution/pixel density atlas of your character's maps to a fresh uv set in the end. my concern would be how to work with the asset, keeping the work data consistent to be…
Hey, it looks really nice, but one small thing that ruins it for me is that the fractures in some of the bricks just kind of fall-off as they get to the edges, which never happens IRL - a fracture in piece of stone (or anything reallly) goes from edge to edge and never just fades out. The most egregious example if the…