Hi, so I'm throwing together a quick VFX portfolio, and have hit a wall with how to approach showing off a certain effect. Essentially, I wanna have a plasma/energy ball shooting out of a source (in this case a generic turret i modelled for demonstrating weapon fx ) with a trail behind it. I figured I could get away with…
Hello, We are (informally
known as) Frost Phoenix Studio and we are
recruiting 4 new members to our our current game dev team. We are searching for an Animator and a Character Modeler. · SEARCHING FOR: - Character Modeler We are searching
for a Modeler, responsible for modeling player and NPC models. Rigging skills…
Hello, We are (informally
known as) Frost Phoenix Studio and we are
recruiting 4 new members to our our current game dev team. We are searching for a Concept Artist, an Animator,
a Lore Writer and a Character Modeler. · SEARCHING FOR: - Character Modeler We are searching
for a Modeler, responsible for modeling player and…
I've typically found that modelling for competition and the like has been so different than modelling for production. Every production I've ever worked for, both inhouse and freelance has had their own variants on how they wanted things posed. I guess the Character TD's and or Lead Animators have their own little…
Here's a little something that I've been working on in Blender. This is actually my first sculpted piece, as I've never gotten my hands on any other poly-sculpt software. The overall model is upwards of 800,000 triangles. At that level, the system starts to chug a little bit. (enough to be noticeable, and a little…
Not a bad start, engines do support sizes that arent square but are a power of 2 however in this situaion I think you should use a 1024x1024. the way this wood is going to be used it could do with the verticle variation so it doesnt look like its repeated. Also the current texture has too many artifacts, these are bits of…
I see what you're saying, I've made a few models like that, but in this case I have to cut into the grid so that I can keep the curvature of the base object. If I do the sub-d technique I'm afraid of getting small variations in the surface from manually editing the verticies/faces. Sub division works well for the model in…
Hey all! Back again. I attempted some posing with the bad rig just to test it out. Even if it was a good starting point, I decided to start the rig over again like said previously, just to integrate the right workflow. So I reused the bad rig as a base, and made the needed changes, plus some additional bones for the Katana…
Overall its coming along pretty well. Here are my crits, though: Seems like her nipples got the most definition on the entire model. Can't exactly tell from the angle, but it looks like there's some funky bumps going on in her ass-cheek. The structure of the wings seems a bit odd, but could just be the awkward pose you…
So good start on isolating the post process to the interior of the house, it will give you some greater control over the interior and allow you to isolate lighting scenarios. Totally dynamic lighting is fine and sometimes necessary for large scale areas that cannot be baked obviously so no real issues there. What sort of…