Hi everyone. Thanks for your comments. I read them a long time ago but i had some trouble this summer so... i didn't do much creative work. I'm now studying 3d at objectif3d in France (it sucks a bit)... and I'm searching for an online training period for this summer... i think i'll write a topic about that in the…
@Slipsius, sorry for the double post. I came back looking for the 1st one the next day, and couldn't locate it (I'm new to polycount). Then I read the forum rules, and realized that I didn't label it correctly, so I assumed a moderator had deleted it. So I reposted it with the correct heading. Thanks for linking me back to…
Thanks for the feedback guys! Some great points d1ver. Missing sockets on the eyes were due to me forgetting to turn the alpha on for the eyes. Wanted too keep the spec/edge highlights sublet but I bumped them up a bit so its not too matte. I kept the simple color pallet from the concept, I liked the clear/simple colors.…
I cut my Real 3d teeth on lightwave. (first started on Infini-D way back on an apple 2e.) Lightwave has come a long way. It has some very strong points, I still consider it one of the "big 3" of 3d. Lightwave excels at face extrusion modeling, accurate detail modeling, such as cad visualizations etc, its sub-D system is…
I guess it is. but that doesn't mean it stops there, you still have all the keying features you'd ever need. I do all my handkeying in motion builder. I know it's way standard in Sweden and I've come across tons of job listings where they want motion builder experience and I'm assuming it's not just for cleaning mocap. The…
Hey, everyone! I have some questions regarding animation systems for NPC characters walking around a scene, whether it's during gameplay or an in-game cutscene. In my mind, I have put such types of animation into three categories. Please correct me if my assumptions are wrong or inaccurate: 1: Long takes (in my case made…
I can name a few which have done very well. NGUI creator was bringing in $70k a year off of sales but that was a year or two ago. http://blogs.unity3d.com/2012/04/07/interview-super-seller-michael-lyashenko-of-tasharen-entertainment/ Some art assets have done well as long as your doing them "correctly" releasing them in…
the way you think about topology for film is different. specifically for characters. film creatures are roughly ~300k+ polygons = 600k+ triangles. you spread your density into areas that have the most deformation. the face, hands, feet, shoulders etc. that is assuming you are going to see all those parts move in camera.…
A bone in a 3d package is not a bone that you get in a skeleton. A bone in a 3d package is simply a deformation helper that mimics bones, and muscles and sinews. Now, those low poly meshes are REALLY low poly. Keeping it low poly like that requires that the bones are placed with the pivot points much closer to the surface…
First thing I'll post is the finished music video, I posted renders from the scene earlier. Back then i was thinking dark smooth cycles render but I ended up doing BI toon shading. Big change. The character was vertex halos, I rigged him with just IK targets for easy animation, but I learned that isn't enough, you can see…