Good day fellow Artists ! I'm Jon, a graduate of Bachelor of arts in Digital Filmmaking and also a graduate of Professional Diploma in 3D Animation Production. I'm planning to be a 3D FX Artist one day and I really don't know where to start and definitely need guidance from artists. From my Diploma course they didn't teach…
Thanks for the link, Justin. That was a good read. This little portion was interesting: "I deliberately separated PDI and DreamWorks Glendale so it’s a little easier to compare wages. DreamWorks has two facilities, one in Glendale, and PDI in Redwood City. The Glendale facility is under a contract with The Animation Guild…
Thanks for the feedback! I’ve been pondering on this. Now I don’t want to go full-on anime and would rather stick to something more naturalistic, but I think you are right. I talked about it with friends and we compared the render with the model in the viewport, one of them noted that the iris might be too big while not…
Getting an access violation error when I load the .skel file for my animated mesh. Work flow atm is this: I modeled, rigged and animated in 3ds max before I knew that you can only import animated meshes to marmoset from Maya. I exported as FBX from max with bake animation on. Loaded up in maya just fine, used the stooge…
I made a dragon sculpt and I am now trying to make a retopo of it, intended for animation down the line. However while I made a lot of sculpts and still models, I do not have a lot of experience with medium poly character models. I of course watched a lot of tutorials, but I have a lot of questions and desire for feedback…
Hi, Great site and game demos!! The only thing I did not like a whole lot was the 'knight running animation'. I know that in the game itself, the characters are too small to see it being as issue, but when you show a big quicktime of him running... it looks incomplete, not very well animated. I would make it nicer, or cut…
Your lowpoly mesh isn't optimized for animation. You can only rig a character in ZBrush for posing and very minimal animation in ZBrush itself. If you want a functional game character that you can import into a game engine you should retopo your highpoly (or decimated copy) in an app like max., use xnormal to generate…
Sculpt and Low poly alterations Based on feedback changes have been made to the front legs to make them less bulky and more natural. This has been altered on the ZBrush sculpt and low polygon models. UVW Unwrap With these alterations made the UVW unwrap has been created. The frill, horns and rear legs will be asymmetrical…
If you were making this as mainly just a few stills I'd say stick with PS, but since you are wanting to do a fairly lengthy animation? It seems maybe something like After Effects might be a bit nicer to work with. The PS animation tool is quite clunky and if you start getting fairly complex scenes it'll be tough to manage…
animation has to be done explicitly on 3ds max or any other animation tools . To submit , I think you should compile it ( search google for compilation ) or just remain as smd file , which later on submit it as 'other' ( All has to be in zip file ) If you are doing animation action that is already available to the heroes…