Thank you for your guidance. I think I’ve got the general idea. When poles appear at corners, the corresponding arcs will be larger. Conversely, adding supporting geometry shifts the poles to other positions to achieve tighter arcs. The exact location of the poles is not critical. What matters most is whether the light and…
I like your attention to detail as far as I can tell a very high degree of accuracy going on here, just by zooming in on those tracks (...btw an element that's kinda my thing) because usually not only the largest part but also screen space coverage as well, so stands to reason if modeled correctly then consistency will…
Hi! Did a blockout of the book with some test animation. In a game context, the book could have those states: interaction start/ open, turn page left/ right, interaction end/ close. If so, would need some turn page animation. Possibly a few more bones to have more control over the shape in various states (currently has…
I like the presentation, tire texture looks good so far, but I expect a lot more from your offline render. If you write mental ray on your pic, you basically say "Its offline, thats why it looks so great" but the lighting looks like a badly shaded z-brush viewport grab, there is not even proper antialiasing and the cutout…
Ok guys, As I am progressing and completing my first rig within the software, I am about to begin facial irgging and since my rigs has to be optimized for game engines, I haven't used a single blendshape (shape keys) yet. However, facial rig only made of joints is tedious and hard to get right so I'm thinking of using…
Since her most important asset is her boots I also got some ideas down on paper. And if this hasn't come to mind yet, Zerina is not an ideal slim champion. She is a bit more bulky and I will be using Joe Daniels rigs for this challenge. :) I think that the Stella Rig have everything I need to deliver these awsome…
This is on the rear-edge of the left-side fin, right? Well, there is no nearby geometry that might be getting in the way. Probably there is a bad match. You can move vertices around, that won't break animations. Animations are stored in the rig. The vertices are binded to the rig. If you make big adjustments to the…
Hi everyone!! This week I’ve been working on a solid blockout of the backpack to get the hard-surface parts right and establish a good foundation for the more organic parts. That way, I can transfer them to ZBrush confident that the proportions are correct. There’s still work to be done in ZBrush, but here’s a sneak peek…
Hello, I'm posting here on behalf of the team working on the Multiversus Infinite community mod for the game Multiversus. We are a dedicated and hard working group of programmers and artists who are committed to making the best mod we can and have made significant strides in development towards our goal of 1.0 launch, we…
Sorry if this might be something very simple, but I'm interested how do people go on about creating something that is very big? To give more info I'm having a deep(around 2 km) valley with mountains( at least 4 kms) or huge chamber in mind (400 m * 800 m). When I try to make such objects (just block up, so literally planes…