This game is amazing! I really like how all of the city comes together. It felt a little weird to control at first, but now i can blaze through skies and bullet to knockout badguys and then just beat the crap out of them. It really makes you feel really good when you counter 2 guys, and knockout like 10 guys. It's a lot of…
The first image you can see the progression of ideas that eventually led to what we're trying to do for our throne, but I'm sure just like with this as we start to make it things will change and evolve. With the throne, we're trying to pull from different asian cultures and fortune telling as well as legends. Since we both…
Time to double update this thread! First up an updated "CTF" version with lights of the big ol tech. http://i.imgur.com/WZlQxfL.jpg But that's old news, and my latest last minute project has been something else. That "something" is a return to an earlier concept, specifically the 3d blockout I spent a little time with.…
the pacing feels good so far, and the "flow" feels good too. I'd include the sword's actions in the blockout, it's too integral to the action and it's hard to read what's happening when the sword stays in the same hand all the time. If one doesn't know the sword is being thrown and caught, they would be totally confused.…
MRGESY: you will have more faces where you have your details. But the script will bake your cavities, normal and since today the displacement to keep the maximum amount of details even on a plane surface with a very low polycount. To get edge splits and UV use the Generate LP script instead it is built to get a low poly…
"Im just confused to how this fits into a current 3D game modelling pipeline if at all" That's probably the most important part to clear up isn't it ? Let's assume that the end goal is an in-game asset indeed. Well, there are many ways to get there, the main two for detailled and realistically shaded games being : A : a…