Bacon Sandwhich had some incredible ideas for a ward and courier and We're deciding to tackle the project but right now we lack a modeler to create them. Everyone is busy working on their own projects. :P If anyone is interested add me on steam, I will be responsible for rigging and animating them. Here are the concepts.…
Yeah ... from there my advice would be to test things out very early on with an untextured model. At the end of the day its not so much about polygon count (after all, anything can be baked to a very simple lowpoly model) and more about the tricky aspects of building deformable models sitting on top of an existing body.…
Whoa spacemonkey - huge fan of your work, love this courier as well. I cant offer any practical help with the rig/animation/max, but i imagine some of Tvidotto's posts in this thread about compiling items into the test client should get you on the right track? even with them being maya focused. Looking forward to seeing…
looking amazing =] try to use a material that show us the topology, its hard to say for now guys, i made a test rigging a courier, i would like to hear some feedback on how to improve it, thanks in advance http://www.twitch.tv/tvidotto/b/367775343 here is zbrush print of the working progress im doing a panda courier with…
Oh boy! so many amazing items. @Gaiascope Thanks for the feedback, much appreciated! I made those changes. Concept by Fudgie Wudgie: And here's how the models turned out so far, C&C welcome: Luckily the deadline got extended, I just realized the summon Serpent Ward (Dragon for this set) needs a custom rig and animations.
hey guys, trying to rig this dude and ran into a bit of an issue. I have a mesh that worked previously, but every time I upload it, it's saying it's a different triangle count than it is. It's instead reading that it's the triangle count of the LOD0, even when the LOD0 isn't being loaded at all. Here's what I'm trying to…
Any ideas how are the fx controlled. I am making a head piece for the chaos knight and in the portrait preview there are fx playing on the eyes. Is it through one of the channels in the masks or a joint in the rig? I've tried using the same masks as the original model and the fx are still missing and I don't see any joints…
Some more progress for my bat. It's at the 1k limit here at texture rez- I just need to figure out how to get it on a rig and test it out, this maya smd export process doesn't seem to be working out for me. Also, I have no idea what I'm doing colorwise yet, gotta play with some things that's for sure. Progress is progress
Maybe it's just me but on both of those Ursa sets the shoulders and the metal bracers look huge. It's not as bad on the fur and bear skull set but on the metal set I think they hide a bit too much of the stock Ursa. With the fur set I'd also be worried about the shoulders awkwardly bending with the animations or clipping a…
Guys, quick question: is it possible to do custom anims ? not custom trigger anims like my last question, but any custom anims at all. Like i want some part of my model to be constantly rotating. Is it possible even if i dont use the main rig and add bones of my own ? This is very important to me and any answers are…