I have this rigged Giraffe in Maya. It's all weighted and ready to use, but I need to split it into pieces since the destination platform (Facebook AR Studio) does not support skinned meshes with > 20 bones. So I've attempted to split the mesh up along the neck, legs and tail - separating out each mesh component into it's…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
Hahah - I was actually reading an article where Valve were saying why PCs were the future of gaming. Personally I never ever play games on my PC as I spend too much time hunched over my workstation anyway and prefer to play something simple and arcadey/ co-operative while lying on teh sofa with my girlfriend to relax.…
Hey, Whenever I create a material with 0 metal and 100 roughness, it will reflect everything but there is this fuzziness to it that I can't edit. I'd want to be able to get a crisp reflection but every fill material seems to come with this fuzzy texture to it.
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At the moment the face is really far off the concept, nose is off, eyes, head shape are all incorrect. It's not that far but it needs to be pushed to looking the same, should have been done before you textured it. Too symmetrical at the moment. Anatomy on chest is a bit non existent. Eyebrows are a bit too similar to the…
I think the imdb is supposed to read Dr. Carmack/Imp From Doug Jones' blog he says he is playing various imps done up in glorious Stan Winston creature fx. Doug played Abe Sapien in Hellboy so at least we can look forward to some good non cg monsters in this movie. I'm not arguing that this movie won't suck, it will…
Ah thanks Zipf, that seemed to be the issue, funny none of the formatting works on that page. I'll be collecting some in game screens/gifs tommorrow and it will be done :D Then the nail biting will begin...
I'm loving the enhanced colour grading features built-in for this project. The live action integration was really well done. More a tech-demo than a film, but an achievement none-the-less.
This week I wrapped up the full blockout and I’m just about done with the high poly. I modeled the scope, the stand, and the rest of the smaller components to really help bring the sniper together as a complete piece. I also pulled in a bunch of real-world references while working on it. For some parts — like the scope,…