Hey everyone! I've been working on this short animation for the last two days and would like some fresh eyes to look at it before I continued tweaking it. The main idea is that the action animation flow in and out in the idle pose. Let me know if there is anything that can be tweak or improved. [vv]112336416[/vv]
Hey everyone. Could you beautiful people please give me some feedback on my Orc Run Cycle? IDK what to do with the head and I;m not sure if everything else is working. Any notes would be appreciated. https://syncsketch.com/sketch/44f1aaea76b9/#351330 Thanks! Cam
Just like to share the last model i did. Some lowpoly police first person arms. I use marmoset to render it. Polycount is 3800, 2k textures (dif, spec, gloss, normal, disp). I also use the toolbag tesselation. Hope you like it. :) - Efgeni
Hi everyone, I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like: 1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready) 2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh /…
@hwaminjung thanks :) im currently working on the pants to figure out how much detail i wanna add... because i wanna print her as well in the end, i think i need quite a bit of detail.. but idk^^
work on the ears and back of the head to get it roughly at the same level of detail as the face. Study the skull; the ear hole is an important landmark for judging proportions. Flesh and fat hangs off of bone through gravity. Carve out mouth and eye cavities, and make separate meshes for eyes, teeth, tongue. Don't sculpt…
Idk it feels like there arent any self reflections but in some places i can clearly see the model being reflected correctly. Maybe it has to do with the way toolbag does SSR. Is GI enabled both diffuse and specular?
So you did a lightmap of 256 for the whole house? Thats too low. About the rail, just add a proper uv all around, idk what you use as a 3d tool so i cant go into specifics...
That is really awesome. I've been wondering...I see a lot of renders that look similar to yours. Is there some setting that everyone is using that I'm missing out on? I tried to do some research and came across hlsl or something...but idk.
How do I export animation for couriers and wards? Just grab the skeleton with the animation and .fbx it? If so, how do I export just a specific frame range (i.e. 00-30 spawn, 30-60 idle etc)