Hey! I will be posting WIP of my Level 5 Interior Hero Assets brief here. :) Here is my progress now: PureRef: My idea is to create a underground cave scene with anicent stautes. I will be making rocks textures in Substance Designer and scuplt in Zbrush. Blockout: I did quick block out in Maya to test out the compositin of…
Here are a few updates: Render with diffuse, specular(armor only), and alpha(cape only) Textures updated rotation file www.tgz3d.com/DKrot.avi Kman, there are no seams on the legs and arms because you can slide those parts on. Well thats what I kept tell my self while I textured it And I dont like having filtering on,…
Probably should've posted this earlier. Construction shots for model and face. This is the oh so "lovely" rig set up with a dynamic skirt and coat, FK arms, IK legs, SDK wings and a facial rig. Not the best rig in the world but it mostly works and you can pose her at least. My laptop is kind of old so it doesn't like…
For my university project, I'm making a Victorian-styled living room, and I'm hoping to have a more realistic-leaning outcome for the project. This initial post is a mixture of my first few weeks of progress [ Week 1 & 2 ] For my main reference, I am basing my angles and overall room setup from this artwork on Art Station,…
Hello! I have been taking gigs from game and animation start-ups. Some senior claimed that either personal project or gigs can lead me into getting hired. My total payment last month equals to part-time job monthly payment in Spain. I want to up my game to get more gigs and eventually have a full-time job in a game…
For rigging, I was a bit lost at first. I had many questions, like: "Do I need to make my clothing parametric to fit onto a Metahuman?" "Do I just use the MH rig?" This would obviously involve a lot of work since I had created my clothing in an A pose that was different from the Metahuman one. I'm not sure how, but I…
oops late reply, my apologies, some of it looks similar but I'm not quite seeing the full answer. for example i'm seeing stuff for a facial control board by jesse sandifer but not how he created the face rig that the control board is working. (i'm assuming there is a bone based face rig or something behind it anyway,…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
Hello, I'm looking for a 3d model of the Avali race from a the well known Starbound mod : http://avali.wikia.com/wiki/Art_&_Concepts I'm looking for an artist that can go from the 2D concept arts to a finished and textured result that works in Secondlife. Secondlife experience is obviously needed, as navigating tutorials…
I would do it different for the different varieties of feathers. The big flight feathers would be done the same as hair cards. Maybe three to five shells would give enough variety to fill out the wings. The little feathers on the front of the wings and the body I would also make a few varieties of, give them a texture, and…