I dunno man, I think doing art right now could actually be a really good idea. Obviously you want to have a solid artistic style and some concepts done before starting, but focusing purely on concept, game design and programming is something more for a programmer/ designer to do. You gotta realize that as a 3d artist…
I watched a video that was posted in one of the threads here, and it was basically a valve representative talking about the game economies and how and its effects. He mentioned that initially, the chest system in tf2 was flawed and caused the community to hate valve because when you open a chest, you spend $2.50 however…
Character Creation What you're asking for is pretty involved and would also entail planning the design of the models pretty carefully before much code was written. In the simplest case you'd essentially have a bunch of bones in your character's head and customization would proceed by adjusting the weights, positions,…
Thank you for your kind words. :) I would like to say that all your comments are relevant. That's why I made some changes in the demo. * I added a volume slider to let you control the volume if it's too loud. * I added a comparison button for all the Heroes to let you compare between the Dota 2 shader and the default Unity…
I'm right with you on that one. Another thing that gets to me are empty bays wasting space. I'm currently planning my very first build. Anyone know of a reasonably priced, strong, and most importantly small case that I can put a decent system together in? I'll be going with pure SSDs I think (potentially 2 256GBs), so…
I wouldn't reccomend starting with biped simply because it's a very inflexible system that uses some archaic controller types and is very propriatary. If you get to reliant on it, it's very difficult to work with a more standard bone rig. IMO, Skin is an easier system to use for vert weighting and I don't care how good the…
@Eric Chadwick Thanks! :) I ended up using metahuman skin material, which I then edited for my needs. I know it's not the best idea, because Metahuman stuff has so much “bloat”, but for this personal project that I aimed to keep short it was good enough. I edited the material by disabling a lot of stuff and inserted my own…
greentooth I've seen a lot of Greentooth in other games. I want to see Greentooth's native realm. edit: I use: -Magicavoxel - hard surface, blocks -GDevelop - game engine and pixel editor (Piskl) -SculptGL -soft surface web based bare bones sculpting with fast brushes and retopo) -Blender - precision surface (rarely…
Hey guys, i'm in need of a render farm, or someone with a powerful system to spare. Left some University work till late again like an idiot. Rendering a 10 second animation with mental ray, each frame is taking around 5 - 10 minutes on my system. 16GB RAM Intel 4770K 3.50GHz Need to render 400 frames, could get away with…
I used zbrush fibers to create hair and then imported this into maya and made it into an nhair system, but this creates the hair system as well as 100's of follicles all connected to the curves that I used to make the system, this slows down the scene massively when put in with the model - eurghhh The hair doesn't move on…