I'm finally getting back to work on an older project, feeling rejuvenated and way more confident about 3D-modelling a character.
Starting with a spline wireframe - this definitely adds more time, but it also takes a *ton* of guess work out of the modelling process for me. Way easier to tweak details and get the general forms to feel right.
In my attempt to get a GoldenEye animation in-game, I managed to squeeze one down from 90 frames @ 30 fps, to 18 frames @ 6 fps. For an animation like this, the results were promising.
Differences are plainly visible when placed side-by-side, but the reduced version sticks remarkably close to the original.
A friend shared a ridiculously cool-looking project running in the *beta* of Media Molecule's "Dreams", described as "a visually stunning, cinematic FPS w/ solid momentum filled gunplay".
Screenshots speak for themselves imo, I didn't think we'd see stuff this good out of Dreams this soon - before MM's toolset has even been released.
Just announced last night, this sounds super interesting:
This is still in the development stages, but the results look real promising. Real interested in seeing if this gets off the ground!
Audio/visual artist, tip-toeing haphazardly into gamedev. Follow me on my journey as I break all the things. 💪🦊✨
Cis, He/Him! 🌹
Game development! Discussions about game development and related fields, and/or by game developers and related professions.