Available on Fab Showcase Video Contents: 1. Introduction 2. Initial Setup 3. Settings 4. Screenshot Maker 5. More 6. Changelog 1. Introduction Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago. This new version not only improves the look, but also the usability greatly. It is…
Vertical Slice Gameplay Demo + Fly Through https://youtu.be/-LhvRcgmMpw Problems = - Gameplay loop still feels lacking, need a more satisfying and rewarding gameplay loop somehow - There isn't a clear goal in terms of gameplay other than traversal - Sewer level feels too long, maybe remove some obstacles - need more…
Hey guys, As someone who has transitioned into using Blender full time both professionally and for personal work. I have a few nit-picks that I'd like to share and see if anyone can offer some insight as to how to approach them effectively. When switching between selections (Vertex, edge, polygon), they aren't remembered…
I have started designing the skin for the gun, made an additional texture pass and tested some renders of how the final images can look like: Ronin artwork made by a friend of mine, I just projected it on to the side of the gun. I am basing the colors and rest of the design on this artwork. In the image above of the gun…
I had a sudden thought this weekend and solved three unrelated workflow annoyances. 😄 First one: Sometimes I sink edge loops of clothing to create the appearance of invisible seams. My usual approach involved manually prepping the mesh in Marvelous Designer with extra edge loops, exporting an unwelded mesh and manually…
Local sym, check in max if the pivot is centred in the model, otherwise go Transform > Set Pivot. That should do it. If the model somehow becomes unsymmetrical you can use the Deformation sub palette (under tool palette) to fix small symmetry problems. Also if the Pillar doesn't need specific edge loops you could just make…
Awesome thread! This looks amazing! I can't believe you put so much work into making it... wow! I was inspired by that same talk and started messing around with my own set up making improvements, but never got as far as you did. I normally have the morphs wired to a control board and load/save the positions of the animated…
This is going to stray from Renegades model for a bit but it will come back, I promise. The majority of this is comment is irrelevant to the fact that the design of the courier doesn't really reflect Ursa in any way. Spud is always keeping me in check about what is/isn't Dota, and he has established some very strong…
Hi Leon! On posting, you should show all aspects of the gun if you want proper crits. Where's the magazine? What does the back of the slide and frame look like? Chamber? Isometric views are a bad idea. Use perspective. You say this is the highpoly, but I don't see any subdivision going on. Without that I can't give you…
thanks everyone for the whole feedback, my biggest concern is about what would be ideal for game developping, do they use their own algorithm to bend the skin on their bones, do they rely on a lot of bones for the twists, do they compile models with base on some advanced pluggin with skin sliding?... But I guess that is…