:: Environment/NPC Update :: Working on completing level design in different areas over the past few days along with customising our NPC's to be engaged with one and other in a believable fashion. I think the level design for the low wealth section is complete now and with Gold submission coming up fast it has to be called…
Hey, good to see students from UH on polycount, ( I graduated from Games art at UH last year!) project is looking interesting so far, some tips for getting the spider web looking better would be to make the web strands more scarce as they are further from the hole, also get some web alphas in that hole and break up that…
Yea I'm sad that he stopped Outliner but its understandable, at some point if Autodesk fixes what is wrong with SE it will be just like outliner. But that's a big IF. If they don't I hope he picks it back up and keeps going with it but right now Autodesk seems like they want to break with old traditions, of abandoning…
Loving this game. Have beaten it once with Acrid, and that last level was so frantic. If you're finding you're getting stuck at a certain point, try to find an area of a map that's easily defendable, and let your time run into the harder difficulties - More enemies will spawn and you'll get more pickups and level up…
Everything you need to know about facial setup is here: https://www.amazon.com/Stop-Staring-Facial-Modeling-Animation/dp/0470609907 In the past, I usually started with bones, and use the bones to help make morph targets. But these days our character guys use zBrush to make all the morphs really fast. The bones you called…
I did computer repair in the past, we had all of our customers sign a release to protect us. As far as customer data, we had to work so fast there was no time to even care about whatever they had on their computers. Typically for software problems the answer was to backup their data, wipe and re-install windows. Perhaps he…
didn't take reference. I'd probably break my hips trying it. real world deaths aren't dramatic enough. worked in layers... and treat every mass (hips, upper torso, hands/feet) as a bouncing ball. do the hips 1st pass (things look crazy broken because hand/feet are in world space), then torso, then arms and legs naturally…
Thanks for all the crit and advice everyone. @PontusP/Romy: Good catch, I switched that right away. I wanted to quickly post some progress since my last post. I got some first pass foliage in there along with some other fixes and thought it was a good time to post some more screens: I'm currently working on a little more…
There's no "best" or "optimal" workflow. You have to find out what yours is by practicing. Pick a concept and figure out how to make it from nothing. One thing to keep in the mind is to always start from big to small. Big silhouettes, big forms forst. Details are always last. Basically, just do it. Human brains are amazing…