Poor squippy has no eyes... The beak is more obvious in the b/w concept drawing. Its black color also makes it harder to see; I realize most squid beaks are black or dark brown, but that's no reason to constrain squippy... The transition from brown fur to purple skin is abrupt. You might want to have a two-tone camouflage…
I created a Vehicle rig for a recent project so this is quite easy. You can just use some nulls and link the geometry to them. When you weight the geometry (skin) it you can get away with a cleaner file structure, so deformers and mesh can have seperate hirarchies. There is no need to work with "bones". Just use a bunch of…
Ok, I know no one here will give me a especific value, but even reading several articles about that, I still have a lot of questions and maybe "insecurity" when charging for a work.:( At the moment, I have the following situation: A medium company (not a game one) asked me to do a container for a small project. This…
Solid advice. Except for recommending objectspace. This type of normal map is mostly avoided in game development since it's very difficult to compress properly, so it eats up a lot of your VRAM memory budget (which is a very constrained resource). You can use objectspace for a portfolio-only piece if you want. But game…
Initially it kinda hits me as being artist-centric when you say "Then learn the artists' development style with them in the trenches and learn to think as they do." Exactly what do you mean by that, and by an artists' workstyle, in detail? Perhaps I'm misunderstanding it but it sounded sort of like the AD should be…
Hi everybody! My name is Adolf Navarro and I decided to develop a classic ancient Greek warrior for this Reallusion contest. I’m not going to be too strict in the historical facts. So, I’ll try to create a nice and impressive look, half way from what we know about the Greek combat suits and weapons, in order to achieve a…
Based off of your portfolio especially the hard surface weapon stuff - skillset is certainly there crunching this down to within or bang on the specified tri count alongside other budget constraints plus there's plenty of time, as well. Personally, really depends upon whether you're feeling comfortable about investing time…
I'm animating the scale of an object using MASH's Signal node. I'd like to limit the object's scale so it never drops below 1.0 - it should only grow bigger, not smaller. The 'Positive Scale' checkbox doesn't seem to apply since I'd like to never drop below 1.0 - not 0.0. I'm fairly new to Maya, so if there's another way…
Bake bone animation to a mesh? I have some arms rigged with bones link constrained to a gun i made. when i move the gun the arms move also. you know. first person arms/gun. im trying to export the animations i made to use it in 3dgamestudio (the engine im using to make the game) but somehow im not being able to export this…