Style: Is awsome, I love the look and over all shape, It has great character and weight. Big, bulky, robot mech lookin thing, who doesn't love that =) I think the one thing that is holding the model back is the skin and the unwrap job. I feel your pain about unwrapping. oh the pains of a day wasted playing tetris with UV…
Exactly what level of hand holding do you require? It shouldn't be difficult to find beginner-level information on the internet for this. The defining characteristic of a base mesh is that it's to be used for something else, so it generally has a lower level of detail, and simpler topology that would support being altered…
Whew, i thought you where already texturing. Those handle bar looking things all over look a bit thicker and closer to the mesh i'd start looking at the shapes now, you got a great base to configure this thing to match the concept closer. I really like this, had i'd seen it 1st :) . (we want to make all things more or less…
( The game will set inside an crazy underground world ! ) ( Aerial View ) ( Beginning of the game at a place known to be the end of the World, the final Limit... ) Hello, I'm Hermann kayode, a 2d artist from africa wich worked on a project long time ago (2014 ) It was an action 2d platformer in the like of Symphony of the…
how does a kid in flipflopps and a one piece hooded pajamas phase out of existance? Also why is everything else in detail but the kid is seemingly has close to no detail? also, if thats a one piece piece, thats the most skin tight one piece ive ever seen.
0. Introduction This document is aimed at newer character artists who may be unsure on their design process in regards to making a game ready character, or who are looking to learn some different workflows. I feel I have learnt so much since joining polycount, and socialising with other artists on Google Hangouts, that I…
switch painter from directX to opengl normal format (or vice-versa) in your project settings - it'll flip it for you you'll probably need to rebake your mesh normal map but everything else should just update by itself
It's definitely interesting for sure. Looking at it again, attempting what you describe with 3.1 leads to a result similar to what you are getting : a bake capturing the smooth profile of the normals from the multires high, but arranged according to the geometry of the low. But this happens only if "bake from multires" is…
I genuinely don't think One File Per Actor actually helped our art team work any quicker - it's just moved the problems elsewhere. Using it at home has been pretty miserable as well, the main issue is that using UIDs instead of names prevents you from telling which file is which If a process such as building HLODs fails…
Most likely it is too late for you but maybe this will help someone else as I was struggling with the similar problem. This happens because sometimes 3dsmax can't recognize which is the mirror bone so it picks the same one or a wrong one. In mirror mode you can see blue, green and red bones and red ones are those who…