its too many questions in one reply, can't focus on a single thing at a time. i didn't suggest your work isn't good enough for probably most games, just compared to the examples you showed, they are more convincingly realistic. To explain why have to compare side by side and it is a lot of effort so I wouldn't want to do…
you aint lying :) my only excuse is most of these characters stay separate meshes: arms separate from body, legs separate, etc etc. same goes for those painted characters. I would honestly not let that BS slide normally.
I dont think this has been posted, but this seems to be the presentation in paragraph form. Helpful for some of the slides without text as it explains some things in more depth: http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
Been busy with Halloween but I've slowly been posing out my animation. It's supposed to be a dodge attack, where she slides back to evade and auto-aerial attacks. Screenshot attached!(Assuming I know how to use this forum hehe):poly142:
It looks like very thin triangles or triangles without any area (as in all 3 point lie on a line). Try sliding one of those verts around and see if you find the issue. It could also be auto-triangulating a quad or Ngon badly.
I really like that animation Sonny. He slides a little bit when he's trying to get up though but I'm sure you caught that when splining this. Really effective impact when he spins like that in the beginning. Really liking that.
@NodrawNT If you extend the size of your door up and down, you'll find that indents on the top and bottom panels of the two 45-degree sloped surfaces match with the size of a full-height door. I'm assuming the whole thing just slides open.
I ended up contacting Marmoset support to figure this out. This ended up being an issue with Marmosets current inability (as of at least Nov 2022 when we had this discussion) to pass SSS through meshes whose sides consist of multiple materials. These dragons have multiple udims assigned to them. For example there's one…
The stock at the back looks like it slides out. I would like to see what that looks like. Also railgun, isn't that designed to shoot through walls? The scope would reflect that (thermal or motion or anything else that would make sense) then redesign the scope around that.
Theres a pretty interesting comparison in that Naughty Dog Art Direction powerpoint posted a while back. It's about 80% of the way through it (of course the whole thing is very much worth checking out!). Found here: http://cmpmedia.vo.llnwd.net/o1/vault/gdc10/slides/Pangilinan_Erick_Uncharted2ArtDirection.pdf