Hey! Great step to start posting online. It's a really good habit to have since you'll learn to communicate about your work, making nice screenshots (even the WIP ones!) and getting feedback :+1: This is a great start so far! Right now it could really help to flesh out your meshes and blockout so you can see how the scene…
Hello polycount! 5 months ago I enrolled in the fantastic Animation Workshop in Viborg, Denmark, and we've just finished our first big project - 6 weeks to design, model, rig and render a character and environment. My guy is the nature loving kat-fu wielding Cougar! Here's the final image Concept! Wires (some of the alpha…
Does anyone found anything truly new and useful there ? I see Splatter v2 allows dense details with tiny scale but still does same aliased depth combine and bad alpha for something like tiny twigs or grass blades. I am still using old fx-map nodes instead . More controllable and easier to modify. Anything other new and…
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…
Hi all , i havnt posted for a little while, ive been working on a new rig that has facial muscles as well as driven keys etc, im trying to get it so there is almost no tweeking , but the nastyest areas to get looking right are the shoulders and thy areas ...the face bits arnt rigged and the texture is not really even a…
Your link has an extra bracket at the end, might want to edit that. I see a bunch of commercials, and some cinematic/narrative pieces, just playing in the default sort order. So I'd suggest if you're targeting game animation work, you create a web page for it, and only show game work. All the rest is distracting from the…