Hey guys, Could anyone explain how to quickly set up an easily keyable squash deformer in Maya? I'm just trying to add some S and S to a ball bouncing, but I can't get figure out how the squash deformer works. I've looked in Maya's help, but I can't seem to click help links since installing 2012. Thanks EDIT:…
Hello, I'm working on this game-ready Sig Sauer MPX model with custom parts and I'm just about finished with texturing. I'll be creating a DBAL-3 laser device for the gun as well that I haven't finished producing a low-poly model of, so I figured while I'm doing that I can gather opinions on my progress so far. I'm…
Hello, this is my first thread on Polycount. So I guess I'll introduce myself and go from there. I just turned 18 and like to model :D . Okay now that we're done being social- Lets get on to this freestyle Chain Sword (freestyle - mainly due to not having skills and/or confidence of modeling a reference word for word). The…
I've always wanted to make something out of the WH40K universe, and I like the idea of psychics that can go completely ballistic on the battlefield. So I'm going to create an Imperial Psyker, based on the awesome artwork by Ted Beargeon. I particularly like these designs as they have that kind of Darksiders vibe added to…
It is similar to scultping or painting. First get in the biggest shapes. Focus on the composition. And, if it were a game, the gameplay. Then you can refine that a bit by replacing the chunky block out models with higher resolution ones. But maybe not the final high detail models yet. Then you can do a similar thing for…
ok, ive deliberately made the front/side views close to the joint for the wings, so you can see how ive done them. basically they are overlapping objects. if anyone has any better idea's on how to do them, please be my guest =] ps. its at 4258 triangles, and all i have left is the inside of the mouth [ QUOTE ] i love this…
most of you may already have seen this in the huge WIP thread, but, well, hope it won't be redundant to you. This is my take on the Jedi Knight Aayla Secura from Star Wars Episode 2 and 3 the character is around 8k (a tad more, but below 8500) has 1024's for the face and tentacles and 2048's for the body. Took me about 4…
Hey, We're a small team of 4 people and we just started working on a new MOBA game. Currently, we're looking for an animator with rigging experience (in Blender) to skin/rig/animate our character models. All characters will mostly be humanoids/bipeds, with all of them having an upper body control separate from the lower…
The models you used are not great, might not seem like a big issue but they really put me off- im sure theres an sdk thread lying around these boards maybe someone can link it). The weighting didnt seem to great tbh, why did you not move the clavicle on the full body rig when you moved the shoulder? For games dont really…
Hey Polycount community :D So this is actually a portfolio piece i am working on. I just thought i should get this stuff online so here it goes: This was actually the basic idea. in case you wonder why the hips are so big its just that i think it is cool to design an integrated weapon holster :D so this one is more of an…