The way I’ve done animated skyboxes is with a custom shader setup. This avoids performance problems from overdraw, makes sure skybox lighting is confined to only affecting the skybox, and generally optimizes everything. Because skyboxes can cover a significant percentage of the screen. A video here, using a custom engine.…
Your new controller's pivot is upside down. This itself isn't wrong or bad, but... If you Freeze Transform on an object without a parent (the hip controller) basically the World is the parent. So if you add a parent later (the master controller), that parent's pivot needs to be aligned to the World. If it's not aligned to…
Hi Jack. The exact workflow you need depends on what you want to do with the model you intend to animate. Is the final model for standard hipoly animation, or realtime interactive animation? All the information you need can be found at: http://wiki.polycount.com/wiki/Polycount. The whole idea behind game art is to produce…
looking at your art test and the gun in the game the only thing that is similar really is the reloading animation, but planetside 2 also has the same animation for the vanu guns. I can understand they might of liked the animation/design of the gun but the art itself does not really fit with what they have. I can see why…
The time it would take depends on how much total animation work there is. A lot of the moving particles could be done in post in 2D. A lot of it contains still frames, only 3 or 4 unique meshes, a few camera animations, 2 complicated cutting and moving animations, but it still really only adds up to 30 seconds or less of…
thanks m8! I have the possibilty to speed up the animated sprites in the editor and maybe that will increase the impact-feeling. Another idea is to add a bright light lensflarish ball off light just the first millisecond- maybe that will give it some more pop. To get rid of the readable textures i could throw in another…
Hello everyone! I am again available for more work opportunities. I can now also offer a new service of transferring animation from fbx files onto rigged characters! For example, if you acquire animation form online stores for your game projects, I can now apply those animation on the rig in 3ds max, allowing you to modify…
What you're asking for are a set of very specialized skills that take a substantial amount of time to learn. Mightypea gave some great links to learn blender with, 3d animation isn't something you can just jump into and produce something decent in a few hours with no prior knowledge of anything 3d-related. Heres a page…
What a pointless disscussion. Getting down on speedtree is the same as getting mad at high end 3D artists for not creating and placing each strand of hair. I guess programing wind is a cop-out for hand done animation? Bone based animation is not real animation compaired to vertex animation? At what point do you consider it…
We use both. Morphing for cinematics, and boned for in-game animations. Occasionally we swap out models for single run animations. I'll give this example: Banner (Boned Model) -> Particle or screen fx/blurring -> swap vertex animated model in for growth and morph animation -> swap in Hulk (Boned model). If you take…