Magnopus is a visual development company founded by Oscar-winning artists and technicians in Los Angeles, combining art and advanced technologies to create Hollywood-caliber experiences in education, entertainment, and industry. The projects we work on range from designing visual effects for feature films, to creating…
PROJECT AIMS: I want to practice realism in character art. I want to push my skin texturing, outfit modelling, and practice hair cards. I also haven't sculpted many men so I want to work on that. My partner, Luke, had this really cool character idea for a modern day warlock and generously let me make it. He makes his…
Free software for students and cost for graduates (freelance), here is the list, what do you think? please add any software you think needs to be added. While the course will obviously pay for professional software my worry is when they graduate will they be able to afford the prices if they are freelance and just starting…
puke... I would think the opposite to be true. I guess it goes both ways. Culturally we also have our lips n toungues so far down yer sphincters... That when one a yer Royalty members croaks it might as well be the queen/princess of America. ( if I never hear another redneck sobbing "princess" agin', it will not have been…
Hay thanks for the feedback! The protruding piece where you mentioned is going to be where you can plug your pipboy in (the circular piece) and perhaps where you can slot in your game of choice (rectangular opening above it) This machine will probably just be the base from where I can begin exploring tons of cool stuff. My…
How to combine 32-bit displace maps + Not Enough Memory OVERRIDE Displace Map Generation - 4K 32-bit EXR with highest settings - from one apparently too large subtool = ~22 million polys gives the error Not Enough Memory with Multi Map Exporter, despite my PC having a lot more than 4GB RAM. (I don't want to retopo into…
I agree with everything you said Farfarer. Volume preservation is very important indeed. I've seen that in most of the later games, the arm bends are not nearly as badly overlapped/clipped. The only rigging issue I saw in Tomb Raider for instance was in a scene where Lara is hanging by her feet while having to shoot down…
looks like an exposure problem. Are you using photometric lights? If so make sure to work in a proper scale. (set scale units to metric or inches) realistic lighting is based on realistic measures. That way you can really be sure of what you are doing. Also as a tip, create a matte arch and design material and put it in…
You can also set up a very simple matinee to have finer control of your renders. quick bullet point tut: * in the Content Browser, click 'Actors' at the top. * select Camera, right click in an ortho view (top), add actor > Camera * Open up Kismet (K icon @ top) * Hold M and click to create a new Matinee * Right click @ the…
FACS (facial action coding system), all the way, 100% best quality you'll ever do, works best with mocap and hand key'ed animation. BUT it really depends on what type of characters you're going to have and what kind of quality bar you're looking to hit. You obviously don't want to use a nuke to kill a flly so using a FACS…