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Here is a very diesel-ish Mech that would perfectly fit the human race : the GP-1 Blackjack by Jeff Churill. A very inspiring model that may lead to a new ground legged unit.
Check the other models of this flickr for more inspiration !
Concept validation
Avoidance of the too-much-URSS-style white star
Modelisation
Bones and animation
Importation in the engine
The text was updated successfully, but these errors were encountered:
for organic biped units : how good are handled the bones ? For example, when i work with Unity, i don't have to make a 'start walking' or an 'end walking' anim. i only have to make an 'idle' and a 'walking cycle', and choose if i want to finish the walking cycle or not when the character stop moving. For many games (cartoon ; tactical small units) we make the choice to not finish it. And unity make the transition smooth, because it has a good bone management.
for the walker, it's not visually good if it don't finish his move, especially if it's a heavy walker ; so we need a 'start walking' and an 'end walkin', and a good transition between all legs animations
Here is a very diesel-ish Mech that would perfectly fit the human race : the GP-1 Blackjack by Jeff Churill. A very inspiring model that may lead to a new ground legged unit.
Check the other models of this flickr for more inspiration !
The text was updated successfully, but these errors were encountered: