Hi everybody, I am new to this forum and thought a good way to start to contribute would be to try my hand and test my skills in this challenge. I have done a piant over of the image, containing the main items that I want to include. I have brightened the image and given it a nutral tone, so it is easier to see all the…
It does actually look like you are improving. Maybe you are just improving a bit slowly. Your FFXV guy seems to have better anatomy than your older stuff on art-station. At least as far as I can tell as an environment artist. Maybe you just need to break out of your comfort zone for a while. Instead of doing another…
Having done both (my AD decided to make an 'arms down' model for our last game), I have had many more deformation problems with a T pose than the other extreme. Weighting with the arms down was a real bitch (especially since it was an anthropomorphic dragon character and practically self-intersecting), but the deformation…
NPCs for the game "The Mobius Machine" from Madruga Works https://madrugaworks.com/mobius/ The action takes place on the Isolaria moon, a world barely colonized by humans in the past and infested of vicious local species which the player should fight while explore the abandoned facilities of the colony. Some of these…
Blueprints are awesome! I dont think there is a shame in using that over code :) I have a friend who's the kind of guy that starts coding neural networks in his free time "because its fun" and he uses blueprints almost exclusively in UE4. so if its good enough for him I think its good enough for rest of us haha :) as for…
Woohoo! Go to town on it ... I'm sure you'll do a good job Oh yeah, just do whatever the hell you want on the legs. I gave up before I finished them. And the thing on his mechanical arm is some kind of neural probe or something, I guess. You might wanna change it though, it's a bit weird. Or you could go crazy and use lots…
The rays start from the low poly vertex and go from there in the direction of the normal or the direction of the corresponding cages vert, the distance traveled is either a distance parameter or cage bounds A rear distance is minus that until the high poly is hit with the ray or is clipped by the distance. I assume it's a…
ABOUT ME: I'm an old-school game developer - so much so that it's likely the projects I've worked on are older than most people here. One of my first jobs was working for Task Force Games, and I developed and programmed a number of BBS doors back in the day. Having been out of the loop for quite some time (as well as most…
We've had this recent discussion with one of my friends. It's such a complex discussion but I think we have to talk about it. I don't know about you guys, but when I say I wanna work in CG art, nobody takes my career choice seriously (not even my parents sadly). For my friends who study in engineering and science, I'm…
Prerequisites: · Should have either a degree or at least 4 years professional production experience in lieu of. · Is a leader/role model (within their craft) on a team level (does not necessarily mean Lead Artist or management role). · Demonstrated History of: o Actively supporting Art Direction o Remaining faithful to…