redesigned the gorgon but because she is important boss i won't show her model until game is published. But, figuring out how to animate the snake locomotion cycle took more hours than rebuilding the model from scratch and making the rig. There are a few examples online, but few are joint based. The only viable joint based…
Here is a big workflow decision that is going to take some testing to figure out. There are two main ways I can import level geometry meshes into the project. I can export an entire building from Maya and then Unreal will consider that a single static mesh. It may share materials with other buildings, but if BuildingA and…
Pay to play, if we keep up with the model of how things are going the micro-transaction game in a different way... is what i see/mean.That is why backing up all the old stuff is imperative and why they are attacking sources that do just that, so you have no options. Not to quickly reply or anything i just got to get ahead…
some work on Persian forest level. just a few more little dioramas like this to do and everything will be blocked in for a teaser trailer i have added lighting in as you can see but it's a type of cel shader that removes all of the diffusion. I might not be using correct terminology but you can see what I mean. It's like…
had to give brain a break for a few days but did a little light art. Some props and background pieces which i used to build this scene also some variations for the female satyr. i'd like to come up with something more interesting for trees but dont want to spend 5 hours per tree either. Perhaps just a little more attention…
okay a couple things got locomotion started for the kusarikku. I love this guy. i've realized that doing so much animations for so many hours, i tend to get tunnel vision and lose ability to critique my work usefully. I think its better if i just get a quick job done and then review it a couple days later. These animations…
Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…
feel like i've learned a lot about animation in past few days, wanted to jot down a few notes - adding eye animation makes big difference it seems. even on low res gifs i think it does a lot to bring the characters to life. The satyr character has ears and tail which also help to add a lot of emotion. For example i do a…
got rig for the persian setup. she swaps between sword/shield mode and bow mode so a few extra controllers for that. She also has some dreadlocks and skirt to be simulated but setting that up is tedious so i do it later and keep knocking out the big things for now. The good thing is that rigs and animations are starting to…
A couple more characters. I think I figured out a few little tricks to make this style look a bit better. The furthest right character, the Nubian, was created a couple days ago. Then I did the two satyr characters, and I think they do look a bit more refined. There is a few subtle changes: 1. I added thin borders of color…