Many thanks for stopping by <3 @Djyver Ha, thanks. I think it was your update in the bi-monthly thread that made me want to tweak some things. Really digging the movement along the growth you implemented (might try that too :D ) and looking forward to see your results. Here is a loop inspired by the theme "Hike", although…
Hello people. I was working on a substance project for a quite long time and I wanted to do the finishing touches today for the final renders. the save file has always been blank (A file that doesn't have an assigned program to run it if you click on the file to open it ) I always opened the project IN substance painter.…
From SPONG.COM - link underneath. _____________________________________________________________ Related Links Companies Nintendo Link to This Article http://news.spong.com/x?art=9293 So the first Nintendo Revolution software to be revealed as being playable over in Kyoto turns out to be the Chinese wok simulator as seen in…
@Fabi_G I worried about that as well later into designing it honestly. An idea I had that might work for it is that it could use the opening and closing of the mouths across the back of its neck to aid in bending it, opening them and shifting them left or right similar to how we shift our jaws to allow freedom of movement…
Appreciate the replies. I think maybe what I'm missing is the jaw muscles. I also think the start of the neck (erm, body?) is too far away from the end of the mouth, looking at refs the mouth almost hinges right at that point. The piece itself is much more square than this however. He also seems to be a bit lumpy at the…
(Notice to mods: Feel free to delete the similar post in the Unpaid section; I'll admit I hadn't really come here in a while and was unaware of the split. A thousand pardons!) The type of game is just an old-school hop and bop platformer, similar to, say, Mario, or Donkey Kong Country ( Returns ). The game stars a young,…
Myself and my programmer friend started working on a space-sim to learn workflows and processes, practice and just show that we can. My experience is in low-poly character and environmental work. We're working in Unreal Engine 4 Initial problem: I want to model and texture planets with minimal pinching and generally equal…
I've made a couple unfinished model viewers in the past (for FF9 and Omikron) and for starters your best bet is whether a format has already been documented. A lot have (although depending on when they've been documented the relevant wikis or files may not have been archived)! These days some of them even have web viewers.…
So, no matter who the company is - if you dont have the minimum requirements for a visa - your skill level is all of a sudden irelevant. All visa's have a minimum entry requirement, most of the renewable visas will require a degree or relevant years worth of working experience or a combination of degree + work experience.…
Well most of the Ubisoft studios work for example extensively with 3dsMax and always write their own tools to export specific rigging parts, animations or other stuff that their engine work pipeline setup requires. Same for Crytek and their Crysis and Farcry games, most of their pipeline and workflow is based around…