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The Spine Animation Story at Logic Simplified

Logic Simplified

Each image part was converted to mesh. The USP of Spine animation software is how smoothly it converts an image part to mesh. In each mesh vertices are placed to define how we want to move the character. Bones are created to help the mesh move and provide fine-tuned control. It is these vertices which can be moved.

Animation 105
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Little Racer – 3D Art

The Knights of Unity

Players are able to create their own tracks using road parts, obstacles and props. To solve the problem we rearranged the mesh and added some edge loops along track parts. Adjusting mesh, rig and skinning needed a couple of iterations. Majority of props work on the same principles as the rest of assets. Track components

Art 52
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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

3D modelers apply many processes to improve the look and usability of their assets when creating the characters, props, and sets that feature in your favorite video games and films. One important technique to master, particularly for video games, is level of detail (LOD).

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The Kristala Dev Blog - Issue #25

Astral Clock Tower Studios

With the armor and character revisions completed, Nick moved on to a brand new task: a dungeon prop list! The door itself has two meshes—one for dynamic use and one that is simply for decoration if desired. The dynamic mesh will allow the door to be animated and properly opened and closed. giant pain the ass.

Dev 52
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The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. Here's a look at just some of the props Harold was able to complete this month.

Dev 52
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The Kristala Dev Blog - Issue #31

Astral Clock Tower Studios

For some items in the old version of the Kristala demo, we used stand-in props from the UE4 marketplace as place holders until we could create our own, custom designs and 3D models. Next up on our list of revised concepts are the beautiful potion consumables concept artist Ila worked on this sprint.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

After creating a low-poly mesh for the tree, however, Joe started to worry about how high the polycount for this piece would ultimately end up being. Shelly is an incredibly talented modeler and texture artist who's extremely skilled at creating realistic and lifelike props, foliage, and furniture.

Dev 52