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I haven't seen any issues, and the three models look very good, much better than their previous iteration. The shoulderpads sometimes clip over their head, so maybe consider making them smaller or reanimating them a bit so.
Nevertheless, the model is...
I haven't seen any issues, and the three models look very good, much better than their previous iteration. The shoulderpads sometimes clip over their head, so maybe consider making them smaller or reanimating them a bit so.
I haven't seen any issues, and the three models look very good, much better than their previous iteration. The shoulderpads sometimes clip over their head, so maybe consider making them smaller or reanimating them a bit so.
Indeed. I understand now why there aren't any blademasters with 2 shoulderpads. Because of the way they wield the weapon the arms/shoulders are clossing on each other. The grom model is easier to use cause his attack animations are with 1 hand. Gonna see if I can improve it for future update.
Indeed. I understand now why there aren't any blademasters with 2 shoulderpads. Because of the way they wield the weapon the arms/shoulders are clossing on each other. The grom model is easier to use cause his attack animations are with 1 hand. Gonna see if I can improve it for future update.
You can create two bones, set the parent of that bones to the shoulders, reassign the shoulderpads to that bone, and modify the rotation during the attack animation. That's the cheapest solution for this kind of problems
BTW, I forgot to tell you to remove everything from the belly down in the portraits. That alone saves like 300kb or so per model
Just looking through these and realized they could make great models for "Blackrock and Roll too" where there are three Orc bases that have Blademaster's and can replace the Burning Blade Blademaster for each of those bases instead. Glowing red eyes would be magnificent for these guys to.
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