I'll start by posting my first steps, everything is WIP of course As you can see, this is my version of Braum's ultimate, ( Braum break the game ) I'm going to change the trail effect on the shield, add an anticipation, tweak the whole FX, add the impact and slow effect on the target ...
What is the end result you want to achieve? It all comes down to that... what kind of real-time situation are you dealing with, and what is your target hardware? Open world on a PC is very different, from an infinite-runner on mobile, from a fixed-position VR experience on a Vive.
lol ^ penn and teller show is kinda shallow , more like humor than in depth and well researched analysis, tv show targeted for general audiences :p .... but otherwise i like their show for lighter subject like recycle stuff :) anyway think we are good @ debating politics ^^
it's a cool design, but I think the nature of the flashlights is a bit strange. A sniper's job is to stay hidden an eliminate targets. I don't think drawing attention to yourself with flashlights is a good idea. Only reason I could think would be if the secondary is a shotgun for CQB and that's what the lights are also for?
Zeldrak, Yah I completely agree with you, I am going to do a realistic sculpt today using the morph target workflow. We will see how it goes, should go pretty well like last time I will post tons of images. :) Thanks for the comment. Alex
I forgot to mention "remap pixel values" thanks Tzur_H for covering that. Though it only apples to Modo 801, for earlier version that's not needed. Also depend on your target engine, you might need to use handplane to convert it to tangent space normal map. Xnormal is sync with UE4.
Wow! This is so well-made that it doesn't even look like a Pokemon (heh, this one is better)! XD As for animating the legs... I would use Morph Targets in 3DS (I don't know how they are called in Maya), but I'm not sure that a game engine can read them natively...
Still the knife and the fish need to be sculpted but 1st pass is done. I hope I have time to second pass:) However I start to retopologizing it. How many tris should the altar has when I target to current gen? What do you think guys?
It depends on your target resolution. We have some good examples here (scroll down), plus at the top some examples showing how the joints can be made in different ways depending on the kind of deformation you want, and the resolution you need. http://wiki.polycount.com/wiki/Limb_Topology
Ooooh, if Eirc (chaddy) is still haunting this topic - i'd like know how you'd create the custom cubemap tex? - just take 6 screenshots of the area around the 'target object' and stitch them in pshop? - or is there an inbuilt capture function........ err. didn't look at the previous posts :( sorry