I may see myself as a Solo Developer but at some point there’s just simply too much to do!
I need some help!
#IndieDev#GameDeveloper#UIArt#GameArt
Also happy to take expressions of interest for the future, especially from producers, social & production support!
A lots been said about the cinematic, but I'm super excited to see the vespene gas! Such a cool visual like popped smoke at an LZ.
Blizzard a league of their own when it comes to these!
A little trick I used to fake speed and distance was to bend the environment.
It was a quick and dirty solution since I was racing against the clock, but it did the job.
The camera follows the curve deformer, and the character is parented to the camera.
#Blender#animation #rigging #3D #Resove #p2design
Fun story, this poly count/edge flow was the type of characters I was animating when I came out of school in 2004.
It was for a cell phone game with the screen res of 176x208.
The rigs were amazing, almost per vert control, joint count didn't matter as only the mesh exported