A clan of cute anthropomorphic cats shipwrecked on a small island with the skeleton of a giant fish. You as a leader of the clan need to learn how to survive on this island and provide resources for your village by going fishing and killing various sea monsters in the ocean. Hello everyone! This is real-time environment…
a video i did for a museum of Varaždin, Croatia. lots of work, big thanks to Unreal tech and Character animation toolkit ( CAT ) in 3ds max for making these creatures walk around. sound by me so it's not great, Sigur Rós helps a lot. i want to push this further in VR so i'm looking forward to that, cheers. credits:…
Hello PC. I am little bit new to Maya, and having maybe dumb question but it's giving a huge headache. I am modelling npc for stalker game, and export gives me such error "can't find parent bone bip01_neck" the problem related to the biped or joint (I guess it's so called in maya) I used to reach Schematic view in max and…
Hi I'm new to this site and have been working on a statue/fountain that I plan to put into UDK and make use of its effects system etc. I'm mainly concerned about how I'm going to make the statue look more like stone before I transfer map the sculpt to the low res. I know the anatomy of the skeleton isn't 100% accurate but…
I need some help here guys, please. I was trying out a tutorial but am failing in the first step. I decompiled my own models and tried loading a weapon in 3DS Max, like in this tutorial. I import the weapon with WallWorm and the the bones/the skeleton of Pudge that shows up with it looks like this: while in the tutorial it…
I don't really know enough about it to troubleshoot from top of my head. But what kind of object is that? I didn't think with nurbs you use standard shaders. I can't really say how exactly it works, but I learned it from doing some tutorials on pluralsight. These days I am using advanced skeleton whenever i have to rig, so…
End goal: to use the skeleton to add muscles for anatomy study (almost like an echorche sculpt). I want to try this workflow to see if it would speed up my process of sculpting. I feel like it would force me to only work on the major forms before I am able to work on surface level/micro details. I find myself sculpting in…
Lookin' pretty sweet so far. I think the consensus is that right now the scene maybe a little too dark and that you're lacking variety. I agree with jestersheepy's crit on the lighting. As for variety, every good modular kit should be complimented with some hero pieces to break up the monotony. Maybe some bloody torture…
I can't really comment on specifics about tri's and quads, but when your modeling for animation keeping everything in quad form is usually best. Quads deform nicer in organic meshes and give you less distortion. I think your character will deform OK depending on the rig used. I can see some tri's sporadicly throughout your…
Very cool, can't wait for the highpoly sculpt, that'll be fun! A few things I noticed...You didn't sculpt the eye in there, gonna do that in the highpoly for baking? I think it would be neat to have separate geo for the eyeball and get a nice shader on it. Alternatively you could skip the eye (I notice a lot of people…