In local TV ghetto broadcasting studios I suffered with specular infini-D which had a very sloooooooow ray tracer or trying to render a flying logo under a weekend was too much to ask for using our avid's power mac 8500. We were such idiots back then that we did not realize there was an option other than rendering to a…
@TeriyakiStyle: Thanks man! Well, at least one of these chicken is, the other one wouldn't hurt a fly! @suspectlogic: Thanks for the suggestion! I added this detail for more clarity. At first I wanted to do a belt of chili pepper bullets, but that would have been too expensive in terms of polygons, so I went for the two…
Her legs are way to far apart and giving her a very artificial look. Its not as simple to fix as moving the knees and feet together, as the hips are too wide. Very few people ever stand with their legs that far apart, unless they where shot in the crotch with a cannon ball and it messed their hips up. Also her toes are…
I work for Virtuos in Shanghai, a Chinese company founded by ex Ubi Shanghai people. Right now it's Chinas biggest outsourcer and we do have some high profile clients. Maybe we're just working on stuff for YOUR company ;) Actually living costs are quite cheap, except for rent.... although american work mates told me that's…
Cool, thanks! I am familiar with importing static meshes and all into UDK, just didn't know if Chivalry needed anything specific or skeletal meshes or what. I noticed in the rules, the helmets needed skeletal rigs. Did they have one to download to reference the structure they're using in Chivalry do you know?
Simplygon is great because it handles skeletal meshes, it will rebake textures and is just all around fan-fuckin-tastic. It also does ProxyLOD, which batches a few different meshes into one single mesh. It is also the tech under the hood of Unreal's LOD system, which is pretty awesome but doesn't handle skeletal meshes,…
Hey all! Back again. I attempted some posing with the bad rig just to test it out. Even if it was a good starting point, I decided to start the rig over again like said previously, just to integrate the right workflow. So I reused the bad rig as a base, and made the needed changes, plus some additional bones for the Katana…
Before I get into explaining these models, I just wanted to say that I invested so much time into being an Environment Artist. I did this because I couldn't get the swing of Organic Modeling. These are not the first attempts at designing characters... The first few were terrible, and I mean TERRIBLE... not that these are…