Excellent! Definately keep us updated. I would play it just to gawk at the pixels :D Friggin love every picture you posted. Will it be playable on PC only or do you plan on mobile release?
@Domax - thanks a lot! well i gotta add and define more areas like the chains.... that foreground lantern, not sure if i will keep it... work more the helmet and hands... and add a few leaves flying into the air.
Thanks SINtuition. The image was a screengrab in the Maya viewport. I'll give it a texture pass to define the edges. As far as the side metal plates and other pieces on the crate, I'll most likely adjust them a bit more.
Had a bit of time to block the rest of the body in. Still working in Dynamesh, which is lovely for trying ideas out as you sculpt. Once the major proportions and shapes are defined it'll be re-topology and working in the details
Good idea. Just from looking in the UV editor I noticed this behavior - The UV set morphs during animation and overlaps itself + exceeds the UV defined square. Is this expected? How can I fix this?
Yup what mirbobo said, also if not going for pbr the workflow will be the same as in define material type and colors first then you can go as much in detail as you want on diffuse, gloss, spec, normal etc.
Hey guys, wanted to share a WIP shot of my turret. I still have a ways to go with adding textural details, tweaking values and defining my metals but it feels good to have a base established.
Everything with the body is too flat. Also the limbs don't have well defined joints, they're just kind of noodley. I would take a step back from adding details and really hone in on the anatomy.
Ok, I'm getting this error when I try to run the script: # Error: NameError: file c:\...\ysvCurveTweakerCtx.py line 67: global name 'getInVewObjs' is not defined # I'm on 2016 ext 2 in case that matters.
so i guess the next big thing to improve the workflow would be the abaility to select the hardedges in between smoothinggroups to apply edgeweights. This way you could do the blockout with smoothingroups and then go in and define different weights.