That's just for game animation 1 and 2. comparing what I took with the old recordings from the vault. Might be that all the tech stuff is shifted into workshop3 which starts next week. I think initially there were only 2 workshops game animation wise, now there're 3.
I've not had much time to keep going at this, but chugging along. So far had chance to get a few bits with an initial substance designer pass, its far from pretty at this stage. I'm hoping to refine the substances and meshes as I go (testing iteration speeds through substance to).
SOOOOO awesome- love the robot design, the barnacles are moss are a SUPER nice touch. I wish there was a tad more rust, and maybe some decals here n there- but sheeeeit I digress, awesome work man. *saved to inspiration folder. any chance you have the initial sketches uploaded?
I must say my initial exposure to the game was "OMFG wow this looks amazing!!!"...the gameplay was simple and easy to pickup on. Running quests in the tutorial/newbie area was fun and kept me playing for 3.5hours straight last night. Game ran smooth as silk, no lag with maxed out options
Although not neccesarily a "better" solution than Max but FWIW Blender is definitly moving towards parity with these industry standard apps. Alternatively there's also Houdini and Modo, the former I've found initially a bit 'techy' in that it's framework is primariliy procedural which was a task and a half getting my head…
Thanks!, Minato - I don't have a Vimeo channel, but I will create one soon and put the full series up on there. Part 2 is now up and I got over the modeling of the high poly handle and screws. Hope you find something useful in there! Check the initial post for links
So video 13 is all about modeling goggles for our character. I did the initial part in Modo 901. Found a screw model and slapped it together. Imported in to ZBrush, then just a lot of modeling and curve straps/belt brushes to do the rest. Honestly was a giant PITA, but learned a lot.
I think the difficulty scales pretty well on Very Hard. Initially, after I hit lvl 15, I thought I'd breeze through the rest of the game but I'm still dying occasionally, and I'm using a lot of mana potions, especially on the troll mini-bosses in the Molten Prison.
The boots, metal forearm, chest and back armor were done in zbrush. The grenade, gun, clips etc were done in Max. As I didn't have an initial concept, I thought it would be faster to create a prototype in zbrush and ended up using it as my final high poly mesh.
Still not gold looking enough. Don't be afraid to push the contrast on that, and really bring out the specular highlights. Did a quick paintover of version A. Basically used curves to get the initial contrast, then added some extra specular highlights. Also did up a quick shadow under the bling chain.