Hello polycounters, usually i'm only stalking on this forum, and haven't posted anything since dominance war IV. :poly136: Right now i'm updating my portfolio, so i digged out old works and tried to make them look nicer... For now i'm working on that female cyborg (the one i did for DW4), please tell me what you think…
Yep, natural pose all the way. 45 being half way between 0(arms at side) and 90(Tpose) It helps with stretching to NOT have joints compacted(Tpose) and to have them half way between what is normally the full range of motion. It stretches half way to one or the other extreme. It helps the modelers/sculptors define the…
So I've re-doing a past project to get better results and further my skills. I plan on creating multiple attachments and some variations. Some references and blockouts below. And what I have right now:
Hi all, I'm building an AR hair try-on feature for a premium iOS grooming app (ARKit). I'm looking for a real-time HAIR specialist to create men's hairstyles as optimized, game-ready models. IMPORTANT: This is real-time character hair — hair cards / groom-to-cards workflow. Not sculpting, not photogrammetry, not…
I got contacted for my first freelance gig, for a pretty big company to boot. :) My terms were accepted, and a contract was sent back to me to look over, sign, and fax back. Really stoked! :\
hey, cool project. I dont quite understand what the benefit of control rig is exactly. I can understand that chopping a program out of the pipeline is usually good, but it looks like you do animations first by setting up a rather complicated rig in blueprint, and then you still basically keyframe the main poses, and have…
What does a texture sheet and UVs look like for these assets? Curious how much UV reuse. And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc. Also, are you baking an ambient…
Hi everyone, first time posting here. I'm working on a stylized Japanese bamboo forest in UE5, inspired by traditional Japanese art (ukiyo-e and Japanese painting). I'm going for a soft, painterly look with a lot of atmospheric haze — distant elements fading into the mist. 24-hour lighting (GIF): one Blueprint slider takes…
Hi all! I'm developing a game on unity with a team (at least trying ^^ ) and i modelled and rigged a tank and his traks in Maya. I rigged all the trak parts with bones and using an IK Spline Handle attached to a motion path to costrain it.It works, i can make the track moves animating the U value of the motion path. The…