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This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
I kinda disagree that someone who can do characters can do architecture just as well. I've seen decent and pretty good character artists get stuck on architecture, not knowing how to proceed, either because they were way over their heads with the scale they had to work and think about, or because they didn't know what to…
I thought it would be helpful to new users in particular to share how I've customized my Modo for direct modeling and UVing Unreal Engine 4 game assets: Preferences Defaults > Animation Frames per Second = NTSC (30.0) Defaults > Application Group Selection Cmds = Uncheck Item Index Style = Item_2 Defaults > Auto Save Time…
No, but I think the problem is partial UV's — which OBJ does not support, which might explain why you get no results with OBJ but some broken parts with FBX. So, does every (and I mean absolutely every) polygon have a corresponding UV piece? If there's no simple way to check in cinema4d (I imagine you can just ctrl+A in…
So I redid the top wing normal maps with the leaves extruding and got the following normal maps. Since my UV's are overlapping 4 times total for the wings (I did mirror geometry twice while making the model), I created two normal maps. Firstly using all of the model and then only using 1/4 of the model to see if there was…
I'm not sure on the technicalities but they proxy animate and transfer the data across, Ie they use a system of weighting on a rig that matches closely/if not exact to the high-poly rig and animate through that. Not to offend but bumping next time on your older thread would be easier, albeit googling and searching for the…
Your topology is pretty unconventional. There are a number of problems areas at the joints. Take a look at some "professional" wireframes to see what they're doing, and take a few minutes to throw together a quick rig and see how your mesh holds up. I think under the shoulder and between the legs will be particularly…
I disagree on using more polies - if you are really bent on working for DS/iPhone games you're off fine with lowpoly stuff. In fact I'd say work lower poly - especially on the characters. If you're aiming for low spec stuff, this thread and the lowpoly thread are interesting for you. But mostly - you'll need to improve the…
Run through the existing algorithm, then get the winding order of the border vertices and choose a likely starting point (orthogonally aligned, symmetry or closest radius or edge, or pre-calc and measure least distortion somehow). Then iterate in winding order, and rotate each vertex about the centre so the angle with the…