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Posted

The rotations (at least how I know them in game development) were all done in blender by aligning the camera with the game's orthographic grid. I think, for me anyway, all of the difficulty is in Blender due to all of the lighting, rendering, 3D animations, texturing, orthographic rotations (in 3D space), scene switching, masking, particle simulations (smoke effects, water, etc), materials, etc--especially if trying to match the original game it's a lot of trial and error. Once I get to Zoot and configuration, it means the project is pretty much ready, so I try not to worry about those steps until the end, and only if I get stuck.

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  • 2 months later...
Posted

Wow Goosifer! Wow                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       

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