I'm in the process of trying to take my own original character from Softimage/XSI 6 and make it ready for full facial animation and lip synch in the Source SDK Face Poser. I've been using the tutorials "Character Setup Overview" and "Character Facial Animation Shapekey Set" from the Valve Developer site, which have been…
Hello Polycount, I'm working on a character for my game.It's also going to serve as a main piece in my portfolio so I need it to be as good as possible. Lore The initial description I gave him was a werewolf samurai in a Sci-Fi theme. He ended up being more an upright wolf than werewolf. His entire race has been enslaved…
No, you're certainly not wasting your time. Character looks good. There are 2 workflows you can go with: 1 - Modular character: retop the base character and all the parts separately. This way you can swap out clothing in-engine for variation. Only rebuilding topology that will be seen(i.e - between his back and inside of…
Be prepared for a steep learning curve when you really want to do realistic characters from scratch. It's the kings class. There is this much to learn. Anatomy, special texturing, sculpting and so on. You don't start there, you arrive there, after several months or even years. To make your life easier you could use MB Lab.…
Starboard Games is looking for talented and dedicated people to join us on our exciting project, INT, a sci-fi RPG with rich story and intriguing characters. You may find out more about us at: 'starboardgamesllc.com 'and 'www.int-game.net'. We are a highly professional and friendly Indie team developer, well suited to…
Hi all, when UV unwrapping a character, do you advise increasing the texel scale of UVs for areas that require more detail such as hands? Or making sure to keep texel scale consistent for the entire character? Last full character I finished I polypainted in Zbrush so UV scale of realtime mesh wasn't as important since I…
Hey everyone, I posted here: http://www.polycount.com/forum/showthread.php?t=138397 as well in the 'unpaid' section. My name is Justin and I am the Project Lead for INT. We are a Sci-Fi, RPG, styled as a 'space western'. The game focuses on party combat, exploration, and quests in addition to other elements such as…
Hi guys just a quick question? Wts the best practice in animate characters with armor sets over them? rig the base character and attach the armor pieces to specific bones or animated all together?? Ty
Here is my unfinished character model, I am a beginner, I really need feedback on my topology, edge flows and proportions of my character. Feel free to critique as much as you can. Thank you
For my next game, I'm going to try increase profits by also offering the art content as a package for the Unity store. Two birds one stone kinda thing. The goal artistically is to make a nice looking, hand painted recreation of Bruegel's "wedding dance" painting, while the goal technically is to keep the entire scene…