Looks nice! How did you use modular worklfow? It's not obvious from your shots or text. It just looks like some renders, It would help to provide breakdowns, showing texture flats, individual modular meshes, a bit of text about how you combined them, what renderer you used (hopefully a game engine!). This building is…
I really like the bottom right drawing, it has a very strong silhouette. I could easily see it in a finished piece in an environment, telling a small story. Ofcourse you don't have to expand upon it, but to me that is actually the best of these 3 images. Simple, yet strong and recognisable/Iconic. Compared to the two…
Well there's a difference between meshes that need to be built for vertex lighting and water tight meshes. The games that require actual water tight meshes are a nightmare. The games that use vertex lighting aren't so difficult to work with unless they never tell you how to deal with vertex lighting. I would never want to…
Here we go... So I would not suggest to directly plug the textures into the output options of the "if"... because it will want float 1 values and your texture is a float 3 and you'd need to do a lot of magic to get everything working correctly. Instead, use the if to create your id maps... it will give you a mask that you…
ahh I decided to make a really simple one that just snaps to the position and rotation of the last selected object you can set it up to a hotkey or something until MoP+Rob finish a more fleshed out one [edit: alright I'll just post the code with wonky formatting. It's pretty simple anyway] { //snaps to last selected object…
Way too many excess iterations in just about anything. Why are you collapsing some geometry, but floating others? Float the two levels from each other and save yourself a few hundred tris. Lighting is your friend. Even a very simple 2 lights in there, one primary source with shadows and one light with more subtle…
The movement for the original sprite is incredibly simple. Only the arms and legs rotate/roll from their pivots. However, elements from the Sonic Generations model will probably be incorporated to help modernise it. The diagram from Sonic Generations show how there are more joints that roll, which match the workings of a…
Ive been trying to find tutorials on floating indents when bake normals but cant seem to find them. Ive seen some people on here indent, but how do you fake the intersecting? Do you flip the floaters normals and hide the intersecting geometry?
So.. here is a mockup. I had to remove some custom work windows. I understand now that moving the modelling toolkit into a new window might be impossible? So the idea is if you have 2 monitors you generally want your main monitor to have the most amount of 3d space availble to navigate. This is ok for the most part. The…