Getting some strong Half Life 2 vibes from that first image. Would love to create that. Too bad I don't got time for it atm. *saves image for later date.
Will the session be live streamed or posted to the Allegorithmic website at a later date for those who cannot make it to GDC this year? It would be great to see how Substance was used in production by a such a big AAA studio.
Day 3, done with torso blockout and now starting on plate build-up and general refinements of shape. shoulders and neck are set up mostly as intended, will probably go over them later in.
Cheers guys. Definitely some good points raised. Both those areas are getting a revisit. I've been working on the other areas since and I'll post and up date later today.
That's coming in later mate. Maybe. I'm thinking of changing the primes of it. It all depends on how much time left I have :\ And... HEY MARK, did you get a job yet dude!?!?!
Was having trouble with the pose so reposed it; can rig at a later date to get the characters stance. Had trouble with the arms and anatomy in general; please let me know what u think :)
Well there certanly something to look at there. :D Any chance you could upload direct feed vid later once the scene is done, I would hate to see it ruined by video compression.
Thanks guys! Project is delivering today so I'll have to run through all the suggestions at a later date to see if anything works. I'll be sure to get back on what works though!
I wanted to share with you some updates I've done to Wall Worm lately. A huge percentage of my efforts lately have been on enhancing the level design tools in Wall Worm for the Source Game Engine. Recently I was lucky enough to be hired by Robert Briscoe of Dear Esther to enhance the VMF Import capabilities in Wall Worm…
I really like the paintover Eric. I've been trying hard to give it more depth with the lighting and by increasing the spec at the end of the plates. The problem is, as you stated, that the plates have a bumpy, organic end to them. So it was hard to catch the light so easily. I didnt want to lose all that roughness, but I…