So unfortunately, I had some serious problems last month and basically had to dip out of my personal projects, so I am going to do thing's a little differently with this project, so I will be able to at-least submit something of interest. -Importing the Character- After creating my character, I sent it over to Mixamo and…
[ QUOTE ] you should play with smoothing groups this will make your work pop out a lot more (and yah the latest versions of the exporter/game supports them) look at pior's bunny that's a really good reference of great smoothing groups/ut2003 stock anims and nice specular use, your model really deserves it [/ QUOTE ] Yeah,…
so i started making this yesterday, dont really have a concept im going of from so any suggestions would be appreciated it. I was thinking i wanted, a half mechanical spider and half butcher on top, the pig idea came to place and well im thinking about making it sown on the body, also not sure if the abdomen on the backs…
WayForward is seeking a Character Rigging artist to work across multiple projects, with multiple game engines. Experience rigging characters in 3DSMax is essential for this position. Any experience in a related field such as animation, character art, or tech art is a bonus. Requirements: 1 year games industry experience…
Good Afternoon, A single model (3Ds Max *.max file, would be nice too keep it in this file format to keep the modifier stack) needs to be properly rigged and improved. It already has a skeleton, but there are some issues with the bones and weights. The Bone hierarchy is a bit messed up and the Bones need to be aligned…
Thanks again all honestly, I really appreciate the feedback, sometimes as artists we can't see the forest through the trees. @RustySpannerz indeed man, I am working on boxing out the rest of the area, big white boxes screams at my face to be replaced with art lol. Also gives me a sense of space so that if "feels" good when…
It is indeed a fuzzy line. You also have to understand that there are 2 kinds of tools development roles. Some job ads define "tools developers" as people who develop engine editor related tools, e.g. for Unity, for Unreal or for an in-house engine editor. These usually require C++ and C# skills. The other tools are art…
With TV/Film you are working on one self contained scene that uses one camera angle and whatever you do makes that one angle look great. You animate the scene all the way through. In film/TV you can do whatever you need to, to make that shot work. Add more bones, add skin morphs, use deformers, use a lot of post effects to…
I have felt the same way lately, I think when it comes to the next gen of consoles the improvements are really behind the scenes. Very great stuff indeed! But in all honesty I think the next big leap in games(something that will give us all that magic feeling again) will be when the rigging in games gets closer to what is…