Sharing is caring! I've created and uploaded some cool new bark textures. They live on my Bark - Artistic (Tile-able) page. As always, you can access them here: https://soundimage.org/images-home-page/ Also, for those of you who use my music tracks, MP3 Music Packs are now available on my site so you can quickly download…
Here is the environment you will be improving Quick gameplay tease, we have a ways to go but it's quickly shaping up! https://www.youtube.com/watch?v=1VO7M1hgkjA We're looking for an artist who can whip up a fantastic blend of rock and floral elements and create modular type assets in this realm at a very high quality. We…
Glad to hear it's coming ! I can't wait to make a good use of it ♥ About non-uniform scale I've just sent an e-mail tu support with issued FBX (simple hierarchy to isolate quickly the problem). Thanks for your great support @EarthQuake , it's truly appreciated !
Hey ned_poreyra, it's not as convenient as the 3D cursor in Blender but you can use a cluster to quickly setup a selectable/snapable object at an average component selection. 1. Select components 2. In the Rigging menu set, select Deform > Cluster 3. Snap or constrain object to the cluster Best, CJW
Made a quick little GIF (colours and values may be a bit off since I did this quite quickly. But the general just of it is the environment feeling more like it is in sunlight as currently there is sharp shadows bit the scene is slightly more gloomy than I would expect for a daytime scene,
So using Subtools to preserve curves in this way really works. You can quickly UV these tools and preserve information on them (like the corrugated tubing). There is a lot of projection going on, but I don't know of any other way to model something half "mechanical", half organic like this.
this^ Booleans offer a great way of quickly blocking out Hardsurface shapes. You can block a complex shape really fast with a few primitives and ProBoolean. I use them and extruded splines a hell of a lot to block my models. This is just a load of ProBooleans cleaned up and turbosmoothed
well, he needs some more polys to bend at the knees. As for how he walks, there are plenty of cartoon characters out there with little legs like that. They just walk very quickly all pitter pattery with short steps. The run probably has longer steps as they bounce through the air.
Damn this is going to be a large project. From the very start you should test out a workflow for each part of the scene. How many assets will each part have? How will they fit together? What texture process will be used to ensure that the textures can be re-used, changed quickly?
+1 for that - I definitely think there is a disconnect between different eras of game development, and between the disciplines. A great one I often get from outside the art team - folks refer to different skins as if we are in the Q3 days, especially with regard to just knocking one up quickly ;-)