Good morning or good evening! I have been a long time just ghost reader for polycount but I'm trying my luck at local Melbourne studios again (despite the current harshness of the industry). Before I apply to some, I was wondering if anyone would be be happy to share some critiques about my artstation portfolio!…
You can reuse animations between rigs in unity. Especially easy if it's humanoid, unitys built in system will retarget animations between them. https://docs.unity3d.com/Manual/ConfiguringtheAvatar.html You've correctly deduced that blend shapes making the mesh morph to being 6' 6" tall muscle guy while on a rig made for a…
Hey , this is a slightly different example but you could stop at ~ step 5. Your mesh is really more complex than the one in my example and might need additional vertex relaxation in places (like the crotch area). An alternate way that i used to do when i had no Peel Mode in Max was to simply use soft selection and move…
The pinching occurs because you started out with too few sided cylinder. I myself went with a 36 sided cylinder and used 3 faces to create the clamps (I calculated I wanted 3 faces to be pulled and gaps of 6 this allowed me to have all quads. *I also had a cube with the rough estimates of how big I wanted the gaps/the…
What Rogelio said is kinda an issue where I work too. A lot of people make their schedules assuming they'll stay until 10 or 11 at night and just spend a lot of time doing some random chit-chat with coworkers. Sure, I will also spend 2 or 3 minutes talking with someone when I go get some water or something, but that's once…
I'm assuming your going for a realistic representation here are some things I noticed. Going left to right. I used a side pic to better show off the angle 1 - The side Picatinny rail is missing the 2 bolts holes and separation that mount it the the weapon 2 - The beginning or the bolt slider is missing the circle lock…
I would say it doesn't matter. From my little understanding of how the rendering pipeline in a graphics card works, the amount of sub-meshes doesn't matter. What matters though is points. Everytime you don't merge vertices together, and everytime you have hard edges/extra smoothing groups or different materials on two…
Neox you caught that post in the middle of an edit, but I'm leaving that bit in there, heh. Technically and mathematically I'm right, but yea I'm kind of being an dismissive ass, nothing new here =P Mathematicians typically call anything past 6 an ngon. Artists seem to cap out at 4. It's not really an inability to count.…
Reference and practice. Model this stuff a bunch! Start small and level up. Think about it like an RPG game. Low level to high level stuff. Do the hard surface challenge stuff like: http://www.polycount.com/forum/showthread.php?t=129938 As far your direct questions: It took me 2 years after school to get a job as an…
Thanks. The Mateba was designed by the same guy, Emilio Ghisoni. Its the same in the fact that they both share the barrel at the 6 o'clock position instead of the 12 o'c like a standard revolver. The primary differences would be that the Mateba is a semi-automatic weapon, slide action revolver. The entire upper assembly of…