I hope that my putting "(WIP)" in the title doesn't denote the intention to update this thread with my progress. I'll save that for when I'm good enough to have an audience. Not to sound self-deprecating -- I get plenty of validation elsewhere (hint: I have big feet). But I would very much appreciate feedback on what I…
...I think the actual problem with this is the lack of actual in-app interface/workings. If I wanted this in Blender, where's the UI to deploy the actual AI functionality to the 3D workflow... I think many of us would want some sort of interface to tap onto directly in-app, from applications like Blender to game engines…
Hey folks, im currently working on a fairly large project that will go towards my dissertation at uni. The focus will be on a custom character that can be taken and put into Unreal 3, so im going to need to create a custom rig and have a tri count of around 15k. Iv already started bashing out a rough base mesh that will be…
Sup folks. It's been some time. I've been working on this dinosaur creature and would like some pointers and critique regarding how the initial anatomical proportions look before I begin the sculpting. I started in Sculptris and then retopo'd for further sculpting in Zbrush. I will retopo again obviously when it's time to…
Havn't posted on Polycount in a long time, so forgive me if I commit any triangle related faux pas xD. I've recently started working on this Tiger I, and I wanted to spool up a thread to dump all my WIP images into. Here is where it's at currently: I'm trying to challenge myself to put as much of the detail into the…
Autodesk and Epic have teamed up to put together some presentations at MIGS on tools and general workflow. It will be streaming Nov 1st and 2nd which is NOW! Unreal University at MIGS Live on AREA Unreal University is an academic initiative sponsored by Epic Games and Autodesk to offer professional, hands-on guidance to…
This is my current project for my rigging class at UIW. It's a simple astronaut character I've named Clark, soon he'll be UV'ed, textured, rigged and ready to animate. :)
Well we've listed 6 good first party titles in this thread. 6 worthy titles for a system in its first year (and a half) is pretty awesome, when you think about it. Third parties will follow now that they've realized how big the system is. It's just going to take a year or two for those titles to get out, because not many…
It's nice-ish. It creates a rig that works specifically with HumanIK which is Motion Builder (lite) stuffed into Maya. I like HumanIK / MB for retargeting from one rig to another, recording and cleaning up mocap as well as blending animations together, or if you need one rig to drive another one, like a character picking…
I really wish I could do what Vig suggests in both my projects. But the engine I worked with didn't allow the Flex modifier on the same mesh with a skin modifier. You could get around it by making the object a seperate peice however (hair). Ooooh! I get it now. Neat trick Vig! wow. Basically have the bones "capture" the…