I had been unhappy with the chainmail outfits silhouette and general look. It looked very doughboy-ish. I thought it might even be worth scrapping and redoing, but I found a few ways to salvage it and I think it looks about right now. 1. I simply tweaked the vertices defining the silhouette very slightly on the game model.…
I'll definitely look into those -- that is a big difference with the eyes and should be easy to implement, so I'll definitely do that. I mean, wow, its a big difference, haha. The skin shader I will explore just for curiosity if nothing else. The thing is, ours is just a two man project, and the main guy is already mega…
I have little experience with rigging, and these are really good animations so my lousy rigging really shows, but nonetheless I have made some improvements over the course of several characters. I'm hoping to have a week or two at some point to just scour over the animations and polish the rigging as much as I can.…
Animations aren't mine of course, but some custom work is being done with the timing to give a good feeling of control for the player. https://www.youtube.com/watch?v=6XEWr4t-BkY&feature=youtu.be
Yeah i totally understand, working on short deadline projects can be frustrating... But the amount of work already done is impressive. Maybe a solution to avoid wasting too much time would be simply to take a look on the free pre existing shaders out there? Anyway jsut a suggestion; i ll leave that here in case :)…
Notes about a modular workflow: Seen here is two minor variations on the same texture. As I work on texturing each character, I keep very meticulous layers inside Substance Painter, and I separate channels completely. For instance, the redness in the second image is a separate layer sitting on top of the splotchy yellow…
Before I start new heads for the "hardened" man archetype, I wanted to go over his anatomy as I kind of made a rush job of it 3 months ago when I first made the model. I've not strayed too far from my reference, which is a body scan of a stocky, tough looking over-the-hill man, as I haven't made any serious anatomy studies…
Mustering the mob. I've got about 3 more months until were going to publish the early access game. Right now the character models are finished, and I started to make a handful of texture variations for each and will probably continue with this until I finish as it's kind of an assembly line thing with a lot of organization…