Hi all, I know this sounds like tech art fantasy, but do you know of any games that manage to fit a single armor (let's say a chest-plate) into different body size? One of our lead artist mentioned doing this: imagine you have characters goes from young to old, and their body proportion varies between 6-head to 8-head, and…
I'll set up some side by side stuff later on with the gem moved on top to compare. The way the mesh is made, there is no sliding of the armor or anything so it won't clip, if that's what you mean anyways. I'll give it a shot later. Thanks for the critique.
Thanks guys! I have revised the back based on your feedback, I reduced the size and put the marmoset and polycount logo on the front side. I also made one where the logos are at the bottom of the back side. Dunno what looks better.
Hey GUys, is there any way in max that can do this? I tried constraint to edge but I got result like above.. the left side is bigger than the right side. In maya, I used slide edge tool and it's perpendicular.
Hey Polycount community, I was wondering if you knew a method to create a UV template which automatically sets it's size so the UV islands are the same size as the model itself. So if the total width of a model was 30cm; the corresponding UV island on the template would also be 30cm. Thanks!
Heya guys! I wanted to offer up my Portfolio Site to all of you hard-working polycounters to critique and give me some advice. http://www.copelandworks.com Long story short, I was laid off from my job as a prop artist almost a year ago, and have been having a hell of a time trying to find work. I'm hoping to continue on…
I am currently in the optimization stage of my project and I am looking to reduce the final build file size. My question is regarding compressing texture files. I'm baking the majority of the world as static objects at a 40 textel resolution. For the static objects with baked lightmaps, is there any point to compressing…
The arms are sticking out rather spaghetti-like. Where are the latissimus dorsii? The shoulder could also do with a bit more defined shape. Be it a sharp ride because of the stitching (see image) or more defined muscle (especially bringing in the shoulder and adding a dimple above the triceps) - it needs some slight vertex…
The legs appear to be stuck-on, rather than flowing from the body, making the hips and shoulders far too wide. You already have a decent top-view which shows the correct dimensions. You seem to have run into problems when tessellating the model, losing the definition of your base mesh. The plates - at least for this…
whats viewport canvas? Btw It turned out that the choppy results I had in mudbox where du to an overlapping seams in the uvmap ... I redid the uvmap and I could get seamless results , tough my problem with it is may be because I do not know the tool very well ... whenever I paint on the surface the fallof distance between…