What are you working on currently? [2016]

Little feedback, the cam movement seems a bit too much in my opinion, or is it preliminary?

Yeah I agree. Some of the camera movements are quite… violent

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No its as good as it gets.

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https://i.gyazo.com/c2632c63d14769470d61b2c21a90891c.mp4

Starting work on combat!!!

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@x_o Omgee jasss :smiley:

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1: shade smooth
2: edge split modifier.
3: adjust angle of modifier until satisfied with results.

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Made a Honey Badger and FN 5.7 model for a customer
but the customer got terminated so i got some random models I got no use for

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Pretty!

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blob.jpg

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'tis just a flesh wound

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tis mere broken welds

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Depends on how huge it really is. I have an in-dev game that has a huge smooth terrain map which takes literally minutes to join

20480x9216 is pretty big… even for bare baseplates.
gameplay would be too closed if i restricted them to just the city part, and too open if i make it just the fields.

plus, the tanks don’t even work that well on smooth terrain
so i think i might go back to the old plan of “screw it, just make triangle terrain”
which turned out very nice, i just generated something in blender
decimating it with the limit dissolve tool.
then importing to roblox as triangle mesh.

overall, i think it turned out OK

now my vehicles physics… yeah, they’re crap.

Ultimate Boxing shop progress. Few more things to change then it is all set.

Is the warped view intended? You could probably cut down on that quite a lot by fiddling with the FOV.

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Finally some clean sprinting animations. This took much longer than expected but I’m okay with that because it means I can have one equation for all guns (rifle, pistol, shotgun, etc…)

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Re-Writing a kingdom hearts 2 map viewer.

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First BlockOps Development Diary :slight_smile:

Day 1:

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Not really avoidable. If I do cut down the FOV, the lobby in the background looks odd.

Looking great!

The eye openings are a little blocky though, try to reduce the polycount on the end of the nose and use those for the eyes. Shouldn’t cost any polys that way. :slight_smile:

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