You'd lose money on that bet Pak. We divide the tasks up as much as we can here into people specialized in hi poly, in texturing ,in animating, in rigging, in materials, in FX. This move to subdividing the process is vital to ensuring we continue forward as an industry because technology is becoming incredibly complicated…
Yep, now it's my turn to ask about a few things Zbrush/3dsmax related... I'm currently working on an animated character for university, it doesn't have to be anything spectacular, but I figured I'd do a displacement map in Zbrush for the mesh so I can rig/animate the lowpoly (source mesh) and just use the displacement map…
Frog & Newt – Blender Artist Rev-Share Opportunity Starleap Media, LLC is in Month 1 of our cooperative indie studio Blender campaign, building Frog & Newt—a family-friendly 3D platformer filled with expressive puzzles, modular biomes, and heartfelt storytelling. This is a pre-funding, royalty-based opportunity for Blender…
Hello Polycount! I haven't really done any serious 3d work since around 2007-2008, and when I finished school I didn't have a great portfolio so I wound up spending a lot of time treading water in tech support jobs that didn't especially interest me. I've been doing a lot of commissioned 2d illustration in the last few…
Hmm, maybe i've skipped information. I meant that every tutorial i've watched the mesh is never in tris, like, in the video you can see the topology the entire time and ppl don't tend to triangulate it, then they export it back (mesh still in quads) and the shading looks fantastic. That's why i'm hitting my head against…
Pig Latin "Away eryvay eepday dnaway foundproay otequay" Waking up behind a garbage bin one day Oinkster realizes that he has gotten himself into trouble and now he has a helmet with a brain and robotic arms permanently attached to his head. Due to Oinkster's dyslexia, he names his helmet 'Brian'. On the way to his…
Search for "Building Skeletons" in the Maya help. There is a diagram of what a character skeleton should look like. It sounds like you have a lot to learn at the moment. Making a good rig that's easy to animate with is a lot more than building the skeleton. There are some rig generation scripts around that will help you…
Yea I agree any custom rigging I do is always along XYZ, then once it's all rigged up and is a functional skeleton it gets deformed to the bind pose. Just like the mocap pose doesn't need to be the same as the bind, the bind doesn't need to be the same as the rig default. Hands and fingers are probably the most note…