awesome, great dump, really like the style, love hand painted characters like that if you can ever show a technical breakdown of character i would love to see it or even overview of workflow edit: didnt realize those were marmoset scenes, that covers the technical breakdown. thanks!
Hi. I have some problems with editing curves in Maya graph editor. I created custom rig half by hand half in m-gear. I have some curves in rotation XYZ. When I select one rotation key on X axis and trying to add new point to this axis- Maya add 3 keys on each axis XYZ When I trying to move horizontally one key on X axis-…
"I have the idea in my head but I'm completely helpless in finding the right words to explain to my designer/manufacturer." If you're planning to outsource getting something made by CAD or even 3D printed, probably having a basic grasp of using an apps terminology may mitigate misinterpretation creeping in, thus save on…
First question I would ask is why are you using displacement? What’s the goal beyond this test asset? Displacement is a pain in the ass, hard to edit, and uses a ton of memory. Most productions I’ve worked on actively avoid it, unless there’s absolutely no other way.
Hi Folks, A new update of my fan project Star Wars - Redemption is here, and this 2.7 brings new cool things to the demo. Improved lighting on Mevenn, this goes from a very simple thing (to the point I don't get why I didn't make it earlier). Simply put a spotlight dedicated only to light Mevenn in her blueprint. Without…
Thanks Eric, I will check that out. I did just find the specific one was looking for, it was DOTA https://help.steampowered.com/en/faqs/view/0688-7692-4D5A-1935 also attached the pdf version in case anybody wants offline version edit - i see it is actually present in the art bible wiki!
@Elytreus Is there a specific technical limitation that requires the mesh be all quads? As Nominous mentioned: Support loops will hold the shape transitions along the edges and flat surfaces are generally uneffected by non-quad topology. Subdivision modeling tends to be more approximate than exact so more efficient…
Well, on some days things like the new Outlook/Word/wordpad "improved" UIs can really make me sad - especially when I have no other alternative to use. Of course, their article "makes sense" - but it also filled with what I like to call "bad good ideas". Yeah, right ? That seems to make sense, and whoever wrote that down…
Main differences between 801 and 901 for game art: * 801 doesn't have Mikktspace built in * 801 has the old viewport with less flexible shaders * 801 has no built-in Mikktspace so you can't bake a Mikktspace tangent normal map in Modo; you have to bake world-space and convert it with xNormal * 801 doesn't include…
Hi! Very nice progress on your cloth factory prop so far 👍️ Looking forward to your updates. What do you have in mind regarding the workflow? Highpoly to lowpoly, uniquely hand painted lowpoly, vertex colors, textured by trims/atlas, anything else? @Fronk3D I tend to edit my posts when nothing was posted in-between.…