Hi all! I've been working on a character art project, and decided learning how to make a basic rig for a simple idle animation would be a big plus for my portfolio and for presentation. Advanced Skeleton 5 in Maya was recommended to me and it's been working fine. I've rigged the whole body and painted the weighting, happy…
Hey everyone. I'm starting to get used to mudbox and I have some slightly less obvious questions now. (I hope) While I was trying to get some detail on the tongue of my character and having difficulty reaching them, some of the vertexes on the tongue shot like 20 feet in the air... Then I tried desperatly to undo and the…
Hello and good day to you. I'm looking for a general advice that would help me to improve my sculpting skills and make them work in tandem with drawing sills. (neither of those are too good by the way) Examples: Quick test: Original sketch: Hair is "sketched" with planes, face is sculpted using dyntopo. Using reference:…
question 1 : Yes. Use the same topology for all heads, treat each new face as a blendshape and simply apply that to the base model - the expression / phoneme blendshapes will ride on top of that. The faces do need to be fairly similar in shape to prevent bad stuff happening but in sensible use cases it's very effective.…
We are Lucid Realm Studio, an indie 3D game art team, and we are currently looking for freelance 3D artists with strong hand-painted texture skills to work on stylized armor sets with texture quality level and art direction of titles such as World of Warcraft. Project Details * Style: Hand-painted * Textures: 1 × 2K Base…
Hi, I don't know if this is caused by substance, UE4 or the "User" (me), but i really need help. I hope you can help me find out what is going on? I've post it allready in my WIP threat. But i hope I can find here more response to this issue. Original Post: I need help! I'm grappling with an really weird Normal Problem by…
Working in Maya LT 2018 (no wrap deformer, no Node editor) I've got a game character that must switch outfits and heads. Rather than have a separate mesh for each head attached to a body, I thought I might save some memory by rigging the "floating" head so match the body without a break in the seam. The only way that I…
I have this pipeline that I am really trying to utilize that involves creating characters in their most simple shapes first in 3dsmax (constructing out of spheres and boxes and adjusting until proportions are spot on). After this I take the object into zbrush to create a unified skin for use in detail sculpting however…
Update! -Added an exterior door wall. -Added a walkway. -Replaced the window opening model with a new one. I also had a question about the back faces of wall models. In the case of the school’s outer perimeter wall, I deliberately removed the back faces to save on polygon count, since no one will ever see that side, it…