I have created a model spent the time to rig, weight, and animate it. I have later found out that the direction in which my model is facing is incorrect. From all the things I have done I only know of two ways to fix this: 1) Redo everything (not ideal considering time constraints) 2) Keyframe everything using the primary…
Thank you! This, and other feedback i got, helped out alot. I feel i should've posted some updates earlier but better late than never right? Long story short, i changed up my entire layout cause it was lacking a focuspoint. I dropped some of my minor ideas (mainly the coastal line) due to time constraints. If it's not…
Hello community! I am a student working in game design focusing on 3D Modeling. We were tasked with designing and modeling our own magic staff. The instructions were to create a staff of any nature (I chose an ocean theme) that had to contain a gem of some sort. The polycount for the project was 7k polys. I want to better…
This is every artist's wet dream, finally a step forward. The workflow of making a high poly to throw away purely to waste time by baking down to a lower res model is obsolete and over a decade old. So the fact that this has come out will unleash our potential! Don't be scared guys, this purely benefits us and our artistic…
I totally agree with everyone that sculpting cloth is the way to go in this case. mostly because it sounds like you wanted a shortcut for something that should be learned. Sculpting cloth is a good way to get a pretty good cloth sim started. When you start out with wrinkles and folds it helps bring the cloth to life.…
Your game idea ideally should be built around your capabilities. It's an important part of the game design process to understand your constraints. scope your project based on what you are able to build, and you might actually finish the project. if you're building some rpg with dozens of characters, animations, locations,…
You could probably make some slight adjustments to the low-poly - like making the boot toe point up slightly. But yeah, considering the time constraints I don't think it's worthwhile to go back and do a bunch of work on the sculpt for this now. Just keep some of those things in mind for your next character. You've got a…
Low Poly is pretty much ready to go. I am definitely dropping the helmet due to time constraints. I've also decided to do a tactical knife (probably end up being a machete) instead of a gun. So I still have to make that. She is right were I want her poly/tri count wise. Under 16K polys and under 32K Tris.
That's probably true, but it's good to remember that games are a product of constraints. Everyone would make everything better animated and displayed if it was just a matter of wanting it. DXHR wasn't build from scratch, its engine was never cutting edge even when the game was in development. In light of that context, I…
So I haven't had much time to work on this! But here is some low poly progress so far. I am trying to create the topology whilst keeping in mind that in production this would need to be animated but I'm not that used to modeling for animation, please let me know if you think there is something wrong with it, thanks! I'm…