Hi Polycount, I was wondering if there was a way of getting around having to select each layer/bone individually every time I want to select the bones to add to a skin modifier? I'm fairly sure that you used to be able to select the collapsed biped and it would automatically add all of the bones . Thanks in advance.
If all goes well, this shall be the thread in which I, Polycount user Chip-Chap, dump all my 3D work, accompanied by any relevant concept art. Any feedback or critiquing is obviously very appreciated, but feel free to just look at my garbage and proceed on with your day without a word.
Hi, this is my first post at Polycount. I'm currently a student pursuing a career as a 3D character artist and want to get into the game industry. I'm looking for some feedback / critique on my portfolio: http://yikuang13.wix.com/yk3d. Also, do game companies generally require more low-poly stuff in portfolios? Thanks
Hello people of Polycount, This is our second animation episode. We are Pool Moon Elephant, an electronic music group who also explore and experiment in the area of video and animation. https://www.youtube.com/watch?v=qOlAMVr7UH8 Thank you for watching our video. -Pool Moon Elephant Lab.
Hi, I was wondering what the polycount community thought, regarding how to go about learning animation. - What are the best tutorials/books you have encountered? - What's the best advice for a beginner to hear? - What are some good acting/body language resources that are good and relevant for an animator? Thanks :D
Hello Polycount Community, this is a personal project, that I did in my spare time over the past month. It is a German WWII Tank with Dif, Gloss, Nrm and Spec maps. Modeled in 3ds Max, textured in PS/Quixel Suite and rendered in Marmoset Toolbag 2. I hope you enjoy it :) Tips and Critiques are very welcome.
Hey Polycount community, I was wondering if you knew a method to create a UV template which automatically sets it's size so the UV islands are the same size as the model itself. So if the total width of a model was 30cm; the corresponding UV island on the template would also be 30cm. Thanks!
- Are these guys basically using mid-res meshes for everything, instead of true low poly meshes? - Are they still baking from/to a high poly..? - Typical polycounts for common objects? - Is there a special editor/workshop to download on Steam to create assets with? - Is Substance/Quixel pretty much standard now/used for…
You guys have an awesome process that allows your 3d artists to be more creative then they are usually allowed to be. Definitely a great place to work at) No wonder polycount gets swamped with your internship tests from time to time ;) Once again, thanks for sharing this and I hope you've got more.)
OK, need some clarification. UV is made in the sculpting program or base 3d program? Average character polycount for current PC console games? "4. Bake maps and add more normal detail with crazybump or nDo" More detail? Link to examples anyone? This intrigues me,and sounds amazing.