I think that for the last gif, the one with the moving code on the display, it would make more sense if the rest of the hud was moving as well because the lines of code doesn't really blend well together with the rest of the hud. It seems that they are pasted on top of them.
so far so good! Just the chest muscle looks wierd with the corner on it. Also the blend between chest and deltoids doesn´t look right. I would suggest fix the muscles and add the details as some kind of superficial detail. ;)
Agreed, and the other reason to have the background match the main colour of your leaf is for mipmaps. As you get further away the background colour will bleed onto the texture, so you want to make sure it's a closest match to the original colour as possible.
Like poopipe says you can hack the blending of the handle by floating it over the bin. If you flare out the open edgeloop at the base of the handle you can trick the baker into baking what it perceives is a continuous surface normal. Like a floater.
Lookin boss so far only thing that is buggin me is right now it feels like the board might blend in a bit to much with the environment, but you could probably pop it out again with some good rim lighting I guess.
Hey there, lead programmer here. In some of the levels you can hide against your corresponding colored walls and blend in. It's more of a tactic just like moving around the map faster by making your gravity be in that direction you want to go.
That looks really good! Are you guys planning to sell this on the asset store? Seems like something a lot of people will invest in! Do you guys happen to have a tileset blending feature in the works? Don't know if that's possible with an automated tiling system.
I noticed that the male character has some improper foreshortening in his right arm and both characters tend to just blend into the scene rather than stand out. Try outlining your characters with thicker lines to emphasis their presence in the scene.
@Dantert: Thank you! your Darius looks stunning. Keep up the good work. More WIP! The colors are starting to blend into the Justicar Syndra skin. So i am open to suggestions when it comes to the colors. I am stuck.
...for the more experienced folks here: Per rendered frame, is it better for the engine to call fewer but larger textures or smaller textures but more of 'em...The smaller textures would lay out and blend etc. with masks an extra uv channel or something? pf