I recently started working on my rigging/animation skills. I am rigging and animating in Modo and using it all in Unity. I have a rig in which legs and arms have IK solvers. I also have some constrains on feet. Some of the controllers are just parents of bones (like those blue cubes driving the spine or head and neck).…
Tequila Works team is looking for a highly creative and motivated Senior Character Artist for our next, undisclosed project. In this position, you will be expected to help define the character quality bar for the project by creating top-quality characters for current games. You will also be expected to play a critical role…
So during my free time in the past few months I've been working on my own design for Garrus from the Mass Effect series. I'm just 2/3rds of the way done with him. I've just finished texturing his torso piece. If all goes well, this material can be applied to the rest of his hard-surface armor with minimal effort. Sculpted…
Hi everybody! This year Drysocket and I are hosting a Furtive Frostus gift art exchange event (Secret Santa). Basically, you just fill out a form telling us what kind of picture you'd like to receive, and email it to us by Monday, 16 Dec. We'll match up all the requests with other participants in secret, and in a few days…
Hey all. I usually just hang out, check out everyones work and offer some critiques. I've become fairly proficient in modelling over the years so I usually don't ask for alot of help. My rigging and animating experience is pretty limited though and I'm kindof having issues with my gargoyles shoulders. I probably could've…
Hello all, While I am currently learning my foundations, I have found that many
character artists leave posing more as an after-thought… I almost always see posing getting left towards the end of
the project but is there a tutorial that covers the importance of creating a
skeleton / skinning your block-out model as early…
Looks pretty good for a first attempt! When you first start it's very difficult to sculpt a model from a hi rez base mesh. It always comes out lumpy. Something that can help is getting your figure mapped out while it is still low resolution and only increase the resolution where you need it. Reference material is pretty…
I hit my first major milestone yesterday which is getting the exterior modelling completed. So here's some renders of the finished model: Model is currently sitting at 96k tris, which is great! Gives me a little bit of wiggle room when I comes to the interior mesh which will be similar in tri-count but if needs be I do…
I think that vertex colors is a viable solution for certain game styles. If you don't use lightmaps in Unity or Unreal I don't really see a need to UV unwrap the model anyways and both engines I believe can auto generate lightmap uvs. If you UV unwrap a model without any intent on using textures I believe you would just be…
So for the past days I was studying the hands and feet trying to wrap my head around the basic forms and the skeleton. Not easy stuff! I find the hands to be quite expressive and therefore a stiff and flat shaped hand feels unnatural on the figure. I sculpt the hand spreaded before I change the composure, which brings me…