Did a new version of this guy that is more graphical and easy to read. Will most likely go with the middle one in terms of colors, but I also put left and black versions next to it. Let me know what you think!
I'm not sure I follow where safemilk is, since everyone on the left is already filled in. Is Akin's handle safemilk? Anyway, let me know if I fucked any of these up, since I wasn't super clear on some.
"so it basically does what regular IFWN scripts do as well (first example, the box with dimples)" result is the same, but it is doing it in a completely different way. IFWN always takes mesh as a whole, calculates normals direction based on angle and face size and if face is bigger, it receives whole normal information.…
very cool! I'd push the hat throwing action more. bend the torso over, lift up his right foot, throw up the left elbow as he grabs the hat. then stomp the right foot and maybe even do a small hop as the hat is thrown down and the right foot hits the ground. I'd expect the hat to hand closer to his feet and not as far out.…
Great stuff Hito. Love the axe attack. Great arcs and timing. The only changes I would make (just personally to me and may not match the style you are going for) would be to bring her left leg forward and up into the jump as she launches, it seems to over stretch a little at the moment. I'd also have her axes lower as she…
pinkbox, thank you so much! That worked wonderfully. Now for another question. I doubt this is possible but I thought I'd ask anyway. I tweaked some of the vertices' positions in the low poly mesh... mainly fixing the mouth (again) to change the silhouette a little. Is it possible for me to bring this changed mesh over in…
I took the suggestions and implemented them. I really like the washing machine, so I just widened it a bit. I shrank the Backhoe arm (right arm) and lifted it to align with the duct arm (left arm). I choose to shorten the lower body to push the stylization and absurdity of this character a bit more. I also beefed up some…
@Arturow: I think the only problem there is that the front legs are making bigger steps than the back legs, causing some sliding and giving the back legs that weak and floaty appearance. Look at the frames in your video where both the left front leg and the right back leg are down. Logically, with both being on the ground…
Few things I'd like to add. Epic themselves generally suggest using AO textures for small cavities and letting SSAO/SSGI/Lumen/DFAO do their jobs. AO being baked into textures isn't necessarily a bad thing, it can simulate dirt and grime even if you're getting AO elsewhere. Often times with textures you got albedo and…
thanks for the reply. I trust with both of your experience that you are correct. But do you know what's going on the engine to make this correct? I can't wrap my head around how this could be correct when a portion of the full curve is clearly missing from the data (and i guess cannot be interpolated). Imagine an extreme…