Hello! I'm Tony, I'm a 3D Character Artist with 10 years of experience. We can negotiate pricing depending on the length and kind of work you'd like done. I have a broad scope of experience because of my work background. I have experience creating collectibles for print, real-time characters/creatures, real-time hard…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal/indie project. It's a dungeon crawler, with 3D grid-based movement and 2D turn-based party combat and inventory systems. The project needs a 2D freelance artist willing to work against a backlog of tickets to polish and extend…
What you're trying to do is called "NPR" (Non-Photorealistic Rendering), there's a dedicated website with some info on the subject: https://blendernpr.org/category/tutorial/ The method @Jekyll told you is a cool way to get information that's not usually available in nodes, into nodes. You bind a Converter->Combine XYZ or…
So, I've done some rigging in Maya and I remember having the ability to zero the position of a bone (or delete it's history, can't remember exactly). So you could move it and then "click" and reset it to it's original position. I am wondering if there is a similar function when using bones to rig things in 3DsMax? ALSO…
Pulling your hair out trying to fix generic AI images? I recently helped a client replace AI art with human-led concept strategies ( moodboards, OKRs, design thinking), and got their game pitch approved by the board of directors on the first try. - See the full project…
Hello polycounters! I have a problem with my Character (mechanical robot) rig in Blender 2.77. It will be animated and imported into UnrealEngine 4 as a NPC. My plan for this model is the following: simple bone hirarchy to move all the joints, as well as various cables connecting various leg and arm bones with each other.…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
So I'm learning SD currently and I'm finding it odd that the blend node only has two inputs. I'm thinking there has to be a more efficient node to this with. Why not just be able to "+" to add more inputs and select the blending mode for that input. Heck even if you can only select one mode for the whole node. Am I missing…
Hey everyone! I would love to know your honest opinion on our studio showreel (All done in Blender) https://www.youtube.com/watch?v=nImuBKWlWno Many thanks! Sam