Just wanted to share this 2 small free UE4 games I made that you might enjoy. First of is a game I made for the 7DFPS game jam which is called Shootmephrenia. In it you have to kill no one but yourself. But that is much easier said then done because you have to ricochet you bullet over panels and then catch that bullet…
You should use official statuettes to figure out how the faces of anime characters are shaped in a three dimensional form. The features are often far more stylized to keep the overall look simple, clean and smooth. IE…
It probably seems like we're being harsh but people like us who model every day and have custom hotkeys/scripts/UIs set up to enable very fast modeling workflows are going to be hard pressed to be Impressed. :) You hail Verto as a 3d modeling game-changer but in your last post, impressing a client with simple real-time…
Looking for skilled 3d people who use 3dsMax v7.x+ and/or Photoshop for use in building models from concepts. These will then be rigged, textured and animated (by yourself if desired) and imported into the game, Dawn of War. Models usually range from standard units (3000-3500polys) to unique ones (5-7k polys). Bipeds will…
Okay Polycount Lets get to work hurt my soul i need to learn hurt me enough to be motivated dont call me a fat loner who has no friends or something thats just mean :P So heres some work Wireframe - Untextured - Textured This is my first real attempt at a fully topologized animatable model with a set of maps i only just…
Hey that's pretty cool ! I was looking for a node-based alternative to Processing in order to programatically generate precise images/patterns and this seems like a good fit, while being more straightforward than TouchDesigner. • Is there a page somewhere showing examples for each and every node ? Like a long scrollable…
http://www.hippydrome.com/ This would probably be helpful. All kinds of good info burried in those images. Weighting, pivot placement, range of motion, mine it for all its worth. I get the best deformation when joints are placed right down the center of whatever limb/torso with little regard to where actual anatomical…
Traditional is probably best done in person. David is an old classmate, he runs workshops in LA, he has tons of experience and he's talented. Might be worth checking out. https://www.davidsimonsculpture.com/workshops
My examples are in Zbrush, but the same principles apply no matter which software you use. There is no 'right' way exactly, but there are ways of doing things that are considered 'industry standard' or are proven to be better ways from experienced people. It takes practice, trial and error to see what works best for you.…
Here's a few pictures of my weight painting (it's of the model before my retoping), I know my spine bones probably aren't good enough and I'm debating if I should use a clavical bone. Note: The large bone in the front of the arm is for bicep movement. Arm Rig in Object/Pose mode: Shoulder Bone Highlighted in weightpaint…