Reworked the weight balance, stock in relation to the scope, and general color layout. Plus decal ideas lol. Not sure if I should omit the sticker idea
WIP of the floor in the laundromat. Making sure it tiles with no noticeable repeats. Also gonna start working on adding extra decals on time that simulate cracked tiles.
Floating planes, decals, animated UV's, flipbook, etc, there are countless ways which all depend on the engine and what are the option available to achieve said effect.
Nah, with a complex and detailed decal on the front, and given that (in an FPS anyway) it'd be something the player could run right up to, it's definitely worth spending a 1024x1024 on!
Hi guys!, this is my entry for the riot contest 2017, recall animation and walk cycle It was my first riot contest and it is very rewarding to have participated, the feedback received was very helpful and good luck to all!! Recall Animation: https://vimeo.com/249120032 https://vimeo.com/249120032
Oscar Cardozo_ Recall…
I love how this technical choices regarding the assets make complete sense and could be applied to many bloated productions - essenctially reducing ressources by about 10x, simply by adopting 2005-ish standards and a visual style just ever so slightly different from the usual, while at the same time recalling some…
Worked on improving
the pieces as a whole today (texture, position, lighting). FOR NEXT: -wall dirt (using
the decal) -barrier height -pipe dirt -wall prop