Still noodling along on this. Low poly render in Modo with Unreal nodes. I did the texturing in photoshop and substance painter. I added some subtle baked in lighting to the textures and some subtle toon shading layered above the unreal layers. I got the skeleton set up as well but haven't had a chance to skin yet. I'll be…
At best you could create a new rig in maya, there are quite a few ways to do that, not all of them require an advanced level of rigging knowledge, some autoriggers are pretty good like advance Skeleton and The Setup Machine. Then you use human IK to retarget the animations to your new rig. There isn't a way to share rigs…
For a minute there I thought you said John Galt. Beh! Anyway, what would everyone LIKE to see out of this as a demo? Animated meshes with actual skin weights (no properly boned meshed so far)? Unique geometry for the terrain (not the 2m square tiled floor)? Examples of shiny/matte/reflective/etc surfaces? Realtime…
you can save out your weights by saving the envelope file in the skin modifier, or by using the 'skinutils' in the utility tab to store the bone weights in a mesh. In either case, you reapply the weights after scaling your model, should all work perfectly. Scaling the skeleton might be a ballache depending on your engine,…
I had the opportunity to work with Game Institute to create some FPS animations for their project 'Dead Earth.' https://www.youtube.com/watch?v=nCRQmq734g4 https://www.youtube.com/watch?v=ERGvyA7JsCQ The rigging and keyframing was done in blender using an altered Rigify skeleton, and everything was integrated and rendered…
Model the object in one piece then split off the polies belonging to e.g. the arm. hat wouldn't work in Q3A because the segments have to be capped since they move around but when all parts are on one skeleton you can just split them off at an adgeloop. Just make sure all the parts you're going to attach there have these…
You might find an image search on wolf or dog skeletons and musculature to be helpful. In the front view the legs could use definition where joints and muscles are, right now it is fairly geometric. Also the way the back of the foot contacts the ground seems off a bit, in digigrade animals the 'heel' is not on the ground…
Well heres a skeleton model I've had lying around for a few years now, came from some 3dworld mag disc. Gave Seforin a copy while back and he passed it around PC, though not sure about any links for it active still, so I've re-hosted it. might be of some help: http://www.polyhertz3d.com/Human - skeleton.max
We're looking for a 3D Character Animator to join our team. If action/fighting games, Japanese culture/folklore, samurai and robots are your thing, then this is the right job for you! Requirements: * Previous experience (required) * Maya (preferred) * Advanced Skeleton (big plus) * UE4 Animation System knowledge (BIG plus)…
So I am interested in making items for dota 2 and I want to make some for the chaos Knight. Ive been looking on valves page and I can not find an answer. If you are working on a mounted hero and you re design the mount. Do you re use the skeleton and animations or do you have to redo it all from scratch?