Yeah, good idea, I hate the maya selection system which is very random. I will try to improve that. Unfortunately, the soft selection/average vertice tools doesn't work with the live selection. I have no idea for the moment on how to implement that, but it's planned. It will need a little bit of work I think to achieve…
Hi, I'm David Choi, and I am working on a UE5 third-person adventure game and we are currently working on a white box vertical slice. We are in need of a talented character artist that can take our default metahuman and make a good version of our concept art of the main character. We are a team of three so far and if you…
I like the idea of restricting it to a genre as with the previous Brawl. A fighting game stage gives a pretty good idea of scope and what you need to do. The current prompt right now can be anything. If we wanted to continue with the idea we can pick a popular genre (several new ones since 2011) and then let it go from…
Hi there so I got this question and bare with me if the answer is so obvious. Just I like to make sure or see if there is something else I should keep in mind for the future. I'm full of questions and get better understand of the pipeline :) So I finish following this tutorial of this model that turned out well. Now I like…
Very nice :) this has a solid and clear story beat, and the scene has a
great foundation. As you continue refining it, consider pushing the secondary
storytelling details further. Adding personal items—such as photos, handwritten
notes, or scattered everyday tools—could hint at who lived here and deepen the
narrative.…
I'm kind of close to the end I think, I'm fixing some bugs and running renders through MRQ now so I should really catch up on the posts. Clothing creation was really problematic and I think one of the things I spent the most time on. There's a lot I could talk about but I guess I will focus on 2 things I realized: 1.…
Good start! Although the proportions are a bit different, look at the four main vertical beams, yours are a lot thicker. Each side has a single diagonal support per section, but you put two diagonals in an X shape. Look more closely at the concept. You have horizontal planks under the barrel, but these should be railroad…
As long as you retopologize the model in the end then it should be perfectly ok for games. It's really just another way to create a model at the end of the day, and you can do this exact same workflow exclusively inside a program like Maya as well. Just don't settle for an automatic retopology solution like ZRemesher for…
@Christian NordgrenSo, a bit late 'bout that xD Lots of movement and I couldn't find the time to do it, but finally I could do it during the Christmas to New Year break :tongue: So that's what I came up with http://uplea.com/dl/4C2450512859ADF That's the blend file with a packed checkerboard 100x100 pixel texture, that you…
you have those wierds edges because of the smoothing, i dont have a lot of time to explain that but maybe someone else can, but you have to change smoothing groups in different areas Also, you have a lot of horrid edges. The bridge of the nose between the eyes for example, what you have made there is two faces that do not…