Thank you very much for your feedback. I know it is not perfect.
Polycount it s bit high for use as a small mass critter in a game, but otherwise quite nice.
Yes and No. In blender is very easy generate to LOD models.
However that the tail is animated to just hang on the ground is not very realistic... it is not a 80ties dinosaur (which in reality also lifted their tails when walking by the way).
Yes, you have right but creating custom animations for this model is very easy for everyone. (This model was one of my first in Blender. )
Ok. I am happy that UV working correct in Unity. I can't use Unity because Unity's Editor not working on Linux. I only deleted unused UVs. On your screenshot you use wrong UV so now is in blend file only one UVmap.
I don't know more about Unity. I use Inverse kinematics for animations. If you want keyframe for every bone then you can use 'bake action' in Blender or you can try export to FBX. We had no problem with it in project Kelgar.
Hi michaelvanham. Your game looks nice. I've played it a few times, but I haven't finished it yet. I'm looking forward to your next games
Yes, of course.
Sorry, I don't know.
Hello. This model and animations are free for commercial use. (CC0 license) :)
Thank you very much for your feedback. I know it is not perfect.
Yes and No. In blender is very easy generate to LOD models.
Yes, you have right but creating custom animations for this model is very easy for everyone. (This model was one of my first in Blender. )
Yes you can. License https://creativecommons.org/publicdomain/zero/1.0/
Wow, Amazing !!!
it is possible that I forgot to clean up even in my other models but it is not big problem.
UV's List in Blender is here:
Sorry, I have not idea. :(
try https://bitbucket.org/kelgar/kelgar/overview
Yes, Xubuntu is ok. I use Ubuntu MATE.
Wow. I run it on WINE. User interface has not text but it is look very cool.
Ok. I am happy that UV working correct in Unity. I can't use Unity because Unity's Editor not working on Linux.
I only deleted unused UVs. On your screenshot you use wrong UV so now is in blend file only one UVmap.
I don't know more about Unity. I use Inverse kinematics for animations. If you want keyframe for every bone then you can use 'bake action' in Blender or you can try export to FBX.
We had no problem with it in project Kelgar.
I wish you much success with your project.
Thank you for your feedback.
I have fixed it. I can not try model in Unity. Please let me know if you still have problem with this model.
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