Completely unexpected, but i’ll be talking briefly in an article run by Gnomon Workshop! I’ll link when it’s live.
Had a go of the Oculus Rift today and it’s quite good, it really feels like you’re there in the game. It’s strange, everything is in the right scale and you just want to jump over that barrel or look over the ledge you’re standing at, but you can’t look over the edge until the makers implement that functionality. It’s just looking around the place, which is nice enough but it does cause motion sickness, and thinking about it makes it worse, as i’m still feeling it right now. Bleh.
The resolution is lower than it would be if you were playing on a monitor and you have various lenses which you can use depending on the persons eyesight.
I’m not yet convinced to buy one myself when they do become publicly available to purchase because of the nausea. There’s a lot of potential though.update
Started working on this about an hour or so ago and i think i may call it a night. I’ll try to work on it more, I have a project in mind that I would really love to do. I’ll work on it in my breaks at the studio; which reminds me, we got the Oculus Rift today and will hopefully be checking it out tomorrow. Man, i’m quite excited to check it out.
Update on those combine arms.
Another quick study, this time I recorded some of the progress but not much. I may upload later.
anatomy doodle to relax
A doodle whilst in work.
This may seem really miniscule but i just found out that if you have a zbrush sculpt with multiple levels of subdivision and if you export it at one of the higher levels as an obj, it retains the subdivision levels so you can reconstruct them (unless you have hidden part of you mesh when exporting). This makes it easier going from one computer to another when you have different versions of Zbrush installed :)
I really dig looking at various concepts of monkey kings, they’re quite awesome. And quite abundant-to be honest i wasn’t set out to create my own version when I started out sculpting, but as I went along, sculpting the forms away i thought the forms would best suit a monkey king :)
reworked an old creature head sculpt.
So for Garry’s Mod I’ve been working along side Max aka MaxofS2D on the new view model arms. We wanted to keep the first set the same design as the civilian player models; denim shirt and bare hands. Easy enough.
The above image is what they look like in Marmoset toolbag and to be honest, even though the source engine is pretty old, it can still churn out surprisingly good looking models. We looked at CS:GO’s arm models for a starting point; the triangle count. They’re pretty dense and the map size is 2048x2048 so we have room to dance, so to speak.
So it was really a case of balancing the tri count from the above images to the arms of current view model, which was like 1,500 for the arms and hands. Yeah…
And now here they are in game, with a little colour trickery from max, you can have custom colours for the the shirt to match your colour choice for the player model. Which is super neat. What is also really nice that we did was to keep the hands a separate mesh from the arms so that we can interchange light skin to dark skin, depending on the players choice.
Customization is a big thing in Garry’s Mod so it’s only right we went the extra distance. Which also means I’ll be creating new arm sets for different view player models!
It’s a spade!