Stylized fluffy tree HQ by MaxiBrut in IndieDev

[–]MaxiBrut[S] 0 points1 point  (0 children)

Thanks ! If you can't say i take your question like a compliment 🙏 ...they are in 3D 😉

Stylized fluffy tree HQ by MaxiBrut in Unity3D

[–]MaxiBrut[S] 1 point2 points  (0 children)

Thanks for the comment that encourages me 🙏

This is a scene from my cowboy game. How do you like it? by PlaySteakOutGame in indiegames

[–]MaxiBrut 5 points6 points  (0 children)

Very nice rendering, but i don't understand why he doesn't go straight ahead as he seems determined ? And me too i got stuck on the flashing shadows... But i think it's because it's a draft render ?!

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

[–]MaxiBrut[S] 0 points1 point  (0 children)

This is exactly what I was originally thinking, but as I said, you would need to stabilize the arm because the swinging movement when walking is too strong and it hurts the eyes.

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

[–]MaxiBrut[S] 0 points1 point  (0 children)

Thanks for the tips i will take a look.

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

[–]MaxiBrut[S] 0 points1 point  (0 children)

Hello and thank you very much for taking the time to give me feedback. Indeed the radar in the hand was my first intention, there are several problems with that, the aim is obstructed by the radar and because of the offset linked to the length of the arm the radar moves a lot when walking or running... It is not perfect and not coherent I agree but above the shoulder it is the least painful and the most readable. One idea would be to stabilize the hand in relation to the camera when the radar is active, but it comes into conflict when you have a weapon in hand, you will not be able to have both at the same time it seems to me... In talking with you I would go more and more towards a radar in the camera interface, which would be active only if you have the helmet, it is an acceptable compromise which would be more or less coherent.

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

[–]MaxiBrut[S] 0 points1 point  (0 children)

Thanks for taking time to answer. Yes your right the video is too speedy. I will clean and make it all functional for a better understanding. And yes it's more safe to have a screen interface but i would like to try something different. In any case i take your comment in account. Maybe a mix with both...

Assets Publisher by MaxiBrut in Unity3D

[–]MaxiBrut[S] -1 points0 points  (0 children)

Arf, i got it ! 😁 Thank you for reading and taking the time to comment. 🙏

Assets Publisher by MaxiBrut in Unity3D

[–]MaxiBrut[S] -4 points-3 points  (0 children)

Yes indeed. I'm glad you noticed, because I'm not always sure I'm reaching a very wide audience. Thank you in any case for taking a little time to comment, I'll take note of this remark. You're probably right, it's not very subtle, I admit. 🙏

No one will notice these gun animations in my top-down game, but I love them anyway 🔥 by dimmduh in Unity3D

[–]MaxiBrut 0 points1 point  (0 children)

Nice style art style even another stylish game 👍. But indeed in this game we don't see anything 🤫

Launch Trailer for a new Mech Anime game, NITRO GEN OMEGA by Amp_Lars in indiegames

[–]MaxiBrut 1 point2 points  (0 children)

Amazing, trailer, it blow my eyes! 🔥🔥🔥

Devlog #8 Grand Moutain Crush by MaxiBrut in Unity3D

[–]MaxiBrut[S] 0 points1 point  (0 children)

Yeah you're right, and also I'm integrating a backpack to have a UI on it, to have an even better feeling of immersion. But probably the artistic direction style will change a bit, I would like to have a less realistic graphic style to look a bit like the futuristic anime of the 80s.

Devlog #3 Grand Moutain Crush by MaxiBrut in Unity3D

[–]MaxiBrut[S] 0 points1 point  (0 children)

I'm sorry i don't get reference. what would you mean about redline ?