Hey all, thanks for the comments and crits! Glad to see you're enjoying it. Right now I'm trying to plot out a char modeling/texturing/animation reel so... To answer your question Pior, here's a snapshot of the skeleton+rig setup: It's basically the rig from Antony Ward's Maya game character book, and it's been a pretty…
Now I realized you probably drew many of those of live models, so nice that you go to courses. Don't forget to do simple pencil studies of anatomy. Live stuff is all about speed and sharp eye, so you have to have a foundation of proportions beforehand. Do all those carefully measured 'boxy' line figures you see in drawing…
Thanks, finally I got replies from here. I tried lucas forums but it isn't even active enough to get a reply there. The skeleton I took did seem to have 2 bones for dual lightsabers. It was the one I took from that tutorial. Is there anyway I can use this skeleton in JO by doing a few things to change it to make it…
Posted this question here on UE4 forums but thought I'd throw it up here both to ask as well as reference for anyone that runs into this issue in the future. https://answers.unrealengine.com/questions/271728/skeletal-mesh-light-artifacts-shadows-over-each-po.html Mesh is a single smoothing group, triangulated outside of…
No problem :) If the characters are rigged. I recommend giving them an interesting pose. Duke nukem could just cross his arms, while the alien could do some predatory stance. It could also help them fit in a square image. Something is lacking about the skeleton. It looks like an early Lightwave render from 2002-2006 (what…
Hi, so recently I've been making some game models and I began some experimenting with Maya's humanIK function to see how it worked and check if it could save me time in production. I've been fooling around with its Character control functions and slowly learning how it works, but now that I finally got my skeleton prepped…
Hey guys, i'm coming up on graduation in about 6 months and was wondering what the best way to present an animation portfolio would be. I'm focusing in animation with my secondary being environment to show i'm well rounded, so it's goingto be a 70% - 30 % portfolio, with the 70% being animation and 30 % being environment…
I think Milkshape is a good program if you want to make low poly game characters. It also has a very easy to learn interface, which is great for newbies. [ QUOTE ] When you import an md2 or md3, it doesn't bring in any frames. [/ QUOTE ] You can import all the frames one by one if you really want to, because you can tell…
Hi Robert, thanks for the comment :) I totally agree with you that scene need to be more clear on what happened there. I'm now working on damaged parts of the capsule, trying different variations on torn parts of metal. I like the idea of dense skeleton under metal shell, but making this as geometry is too heavy on tris…
thanks for the tut, yea, i used that one and others to import my model. So i decided to import MercMaleA_rig.max into unreal ed to test that one, even tho its skeleton looks exactly the same in max as the MercMaleB_rig.max. I discovered the 2 skeletons look different in the hips once imported into UnrealEd. and…