Hey guys! I've been meaning to make a Dota 2 set for a while now and FINALLY got around to actually doing it! :) I have made a concept for a Bloodseeker set: I started blocking in the sculpt also: Having a little trouble with the head though >.<! I tried a dreadlock approach: But I kinda feel like the original models…
@GhostDetector - None of these items look like they will break any poly limits. Nor would we be likely to break them if we made them I don't think. If anything I think the artists here would be capable of improving on them. So for beginners just getting into the workshop they'd be a good start. I agree with Coyo.te - the…
After being extremely careful to minimize normal maps seams going via 3dsmax>Xnormal>Unity3D (using SGs etc) I noticed this morning a sudden appearance of seams again. After some investigating I've found that by simply adding a Morpher modifier (eve without any morph targets) to an object - prior to export - the tangent…
This is a great start! This could use a little personality, you can tell a little story with something as simple as a bouncing ball, and thus engage your viewers (and yourself!). Think of the simplicity of the Pixar logo animation with the light jumping on the ball, the shapes and scene are as simple as it gets, and yet it…
http://take2store.stores.yahoo.net/bibrmodeedar.html I loved the game, the art and I geek on art books (especially game centric ones) so there you go. :) Figure some of you might be interested in it.
I just had a look and it's in Modifiers>Kill Pitch Expect some wonky flipping though. One thing you can try is make your animation without breaking the joints then plot on the skeleton and then animate directly on the skeleton.
Now let's talk about how did I made my sounds: Blue particles: I used Dust to get some chimed granular stuff and make a ambiant pad out of it. Swamp background: I used Serum with a low pass filter and an LFOto get some modulations. Feathers: I used Dust for the magical flare and Reaktor for the swift part. Violet shine…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Ok I checked the lighting channels for the light and it's set to only affect dynamic and composite. It still breaks everytime I build my lights. Google isn't helping much either, so I'm out of ideas. ._.