Could you maybe first have the looping part on its own without any other anims. That way, you can have the infinity curves cycle the looping part. Then bake down the anim and have the before section blend into the looping part as best as you can. Same for the after section. Not sure if that's a solution.
the reference is all pictures from the internet. after finishing with the big stuff i've reached a point that in order to find reference for some small items like sensors etc, i have to go to an online parts catalogue, find the part number for the part, then look it up on ebay or something to get closeup photos :pensive:
Thanks guys. I'll move a few things around tommorow. The unwrapping went faster then I thought. Got it done in 1.5 day. I got it down into 4 maps: - Fleshy parts (4000x4000 px) - Boney parts (2000x2000 px) - Slimey parts (1000x1000 px) - Eyeballs (512x512 px) Here's the result:
I added some basic elements to dress her and gave some color to it. Weapons develop design will be probably the hardest part of the work. I am still working on the color theme. I want to keep it simple. I will post some other samples soon ;)
example number 2: if i have a creature...on the top of the skin at some parts i want it to be bloody , how do you do that ? because it's kinda two different materials right ? you have dry skin and that bloody part is liquid right ? it needs more glossines etc. but it's all part of the one mesh.
Looks really awesome. The only thing which bothers me is the difference between the shoulder-part and the main body. The shoulder part looks really plastic and new, while the main body looks like a long time used AK. I think the shoulder-part need a few signs of "in use for some time" :)
Small update on redoing some of the cuts and adding red sections. I extended the top cap down on the black part. Cut all the way for those cut on the white cylinder so they they crash into the black center. I also cut the red parts out and made them separate part but still in the bend modifier.
Apply here with your portfolio! https://smrtr.io/94mf- Job Description Working closely with the programming and art teams, the technical artist is responsible for developing an optimal graphics production pipeline to support the team's creation process. They make sure to meet any artistic/design expectations, in keeping…
Hi guys, I am basically new to the games industry, I started a new junior position a few months ago and have been assigned to making level props, pickups and recently basic level art (platforms and skydomes). One thing that frustrates me is that my work never looks right in game. It's pretty embarrassing and frustrating to…