Hey guys! I have been working on this video course since the last couple months. This course is only on video gameplay animation and requires basic knowledge of Maya. My main focus is working efficiently without sacrificing quality and technical gameplay terms as I go through the tutorials. 7+ hours unique workflow that I…
Ok in addition, your topology is quite sound though a tad low poly in places for my taste, but that's neither here nor there just a matter of preference to be honest and imo won't noticeably effect the silhouette at LOD0 (full level of detail) as in this linked higher rez'd example AAA asset: or conversely, if your aim is…
not a ton of experience with this and not in unreal, but one way i knnow is to add some extra joints the cloth gets weighted too, and the joints use a cloth simulation. Maya has some easy stuff in bonus tools you could use for testing, but i think for unreal you got to look at marketplace to see what you can use. as far as…
Two favorite parts of my workflow are modeling in maya and painting in substance painter. I just find both these programs really intuitive and flexible. I never have to think about how to do something, I can just do it. I guess I don't do anything to crazy like you might in a AAA studio, but I never have issues with…
I would say 5k polys is really low, you can easily double it if you aim for current generation AAA games (e.g. Fortnite weapons are around 7,5k). For your topology I would add some support edges to remove the long triangles, I would also add the screws as separate geometry (like you did on the handle), not connected to the…
I dunno if this is a correct AAA thing to do, but one little trick I did in my game was turn shadows off for like half the environment models. When you are going through playing the game, you'd never notice, and shadows eat up a ton of performance. That may not be the thing to do for portfolio work, but I am just trying to…
What Rnz said + choose a direction like characters or props etc and work on becoming very good at producing quality content because that is what a studio wants to see. Currently you only have very simple assets like a phone booth and a bookshelve, you need assets with more challenging shapes. I would recommend choosing a…
@Violet makes good points I've built / supervised the building of thousands of AAA assets with multiple (up to 7) manual LODs and am confident in saying that the quality and efficiency of your LODs is determined almost entirely by the UV layout. I generally give this advice to new starters etc.. Build a low LOD, UV it and…
There isn't really any such thing as apolitical media. You might make a video game that's a straight-ahead shooterfest with a lantern-jawed grizzled white dude and have no particular political intentions when you're making it, but when you take a step back and see that the majority of big-budget AAA titles all feature…
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