- How does creation of meshes made for
deforming/animated assets differ from static mesh creation?
Such as the deformation loops around the eyes, being used to stimulate blinking, or the knee deformation loops to make sure the knee can bend correctly without pulling on the mesh. Which can sometimes result in the mesh pulling if it is not retopologised or rigged correctly.
How does your mesh show the or use of the animal within its gameplay world or setting?
Because my animal is set during ww1, it has reflected reference I gathered for dogs of the same time period, having a leather satchel with a medic sign on it, or the addition of the pouch which would be used to store items in, like bandages or medicine.
In addition to having the diorama, the dog in context makes sense - much like say for example Riley from call of duty ghosts, the dog would play a key role in missions delivering goods from one area to another.
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