Used a collage (including CG recreations and noticed those weren't accurate) and another artist's topological representation, realized the mistake only right before I made the thread. Only reference I'm using now is the 2 I have posted as I work on these adjustments. I was more focused on sub topology throughout the…
Hi! I'm posting this because it's already happened me another time, so I'd like to figure out what I'm doing wrong. Basically I follow my usual workflow: - create new project with low-res model - bake maps in painter based on the high res one - load/edit materials Everything works great and the preview in Painter is 100%…
Merhaba, solo unreal engine 5 developer’ım. Beraber arkadaşça çalışabileceğim bir ortama sahip ekip kurmaya çalışıyorum. Development kısmını ben tamamen halledebilirim. Eğer beraber çalışma teklifini kabul ederseniz siz de tasarım kısmını ele alırsınız ve birlikte bir oyun yapabiliriz. Geri dönüşünüzü bekliyorum.
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
The way basic animation systems in engines work is by using forward kinematics. That is, if I want to animate my arm, first I move my upper arm, and then I move my lower arm. When I move my upper arm, the lower arm goes with it, so this makes it hard to place my hand in a particular place. It also makes it very hard to…
This is a really annoying issue I always seem to run into when importing FBX animations from Blender into Unity since there is usually a bit of a time gap in-between so I decided to write a post in order to remember how I solve it. (I need to start utilizing Export Presets...) The issue is jittery animations when using IK…
Yes, the main learning experience would be not to fall under the idea that third party plug-ins can solve a big portion of the code and you can rely half of your game on that. It usually ends in a time sink of patch fixes, updates, and dependencies hell. I think is better to try to code everything yourself and the only…
Hi all! This is the character I'm working on for my game. Her name is Sol, and she is an eleven year old girl. I am really hoping for feedback on the proportions! As modelling a child figure is much harder to gather reference for than I expected, and even then tricky to get feeling right! Any help is appreciated (:
having a broad overview of all the disciplines is good, it's not good to only know one thing you might have a job a little faster if you only focus on a single thing, but in long run it is better to have broader perspective so I wouldn't say you wasted your time with that in case you never heard of this:…