The mesh isn't really based of a reference, so I'm trying to work my imagination. I'm trying to make like look like a Tron with pinky lights and shit, Idk if i can get the job done, but I'll do my best, I'll keep you updated Edit: The low poly is now UV mapped, still working on perfecting it
To embed your vimeo, type [vv ]#########[/ vv] without the spaces in the brackets, and replacing the # with the number at the end of your vimeo link. That's some great work for a student! wow. My biggest crit in that 6 legged creature. For the size of him, I feel the breathing idle is just way too fast and over…
Thanks guys! I finished the Low poly and about 90% done with the unwrap. I really want one of the animators at work to take a run with him, i can see some pretty awesome animations coming from this guy. Like a hover idle, or walk cycle. Just something small and fun. I'll post up the Lowpoly shots this week.
Well, the poly distribution in your Rizzo character seems uneven. The body has a TON of tri's. Almost seems needless. But the tail barely has any. Also, if he is rigged, why don't you animated him in your reel? Give him an idle pose/stance. Make him breathe. Give him life, makes it much more interesting to look at.
That is a seriously awesome bake, looks just like the high!!! I really want to see this in something, if anything just to run around this guy as he's idling laboriously breathing. Great texture and I am surprised at how awesome the soul cage bake came out!! Can't wait to see more (if there is more? he looks done to me,…
Hey Hunter, looking to work so far. Gotta say I love the spirit bears progress so far, so I hope you revisit it after the chinese new year event. As for you latest update I think Spudnik on the right track when it comes to a lions idle pose. The position you've sculpted it has a nice "on the prowl" look.
I will leave it for now as I need to rework lots of other assets (building my first portfolio is a lengthy process...) Lit him up a bit more for the presentation sheet, liked how it looked it reminds me of some old Yu-Gi-Oh! card look idk I like it :D crits and tips still welcome! thanks again for the help
3d texture? using masked opacity? UDK comes with shader functions that describe projecting 3d textures if you want to see an implementation. You could project the same repeating dotted texture along each axis and have them add together and clamp to represent where all intersect or something (idk just a thought). edit:…
When stacking uvs you shift the overlapping ones to outside the main uv space (0 to 1 space on both axes) but make sure you move it by a whole 1 unit so that it retains the same position on the texture. Also, make sure you optimize that low poly a bit before the uv mapping. Idk if maya can retain uvs properly after…
Idk why you're using Collada but is the mirrored edge welded in Blender and do you have your UVs stacked in the same 0-1 UV space? Should be welded and you will need to offset the mirrored UVs by one UV square space so that you do not get bake errors. Then once your baking is done you can move it back technically.