Hi polycount... :poly121: I'm available for animation work in 3ds Max and Maya... and also 3D Modeler in 3Ds Max... Show Reel [ame] https://www.youtube.com/watch?v=0e1VB12thbM[/ame]
Because there was a lack of tutorials showing how to properly export skeletons and animations from Blender and importing to UE4, I made one myself and posted in on YouTube. I suspect all of you would like to skip to 8m where the exporting starts. Before that I show how to export from MakeHuman, importing in Blender and me…
Wait. I think I finally understand. You have baked a highpoly's surface detail information into a normal map onto Model_X. You now have a normal map that is tangentially related, forever connected and intertwined, inseperable with Model_X. You logically save this normal map as Model_X_TangentSpace_Normals.png For whatever…
Hello Polycount! This is my first time with using Mocap data in Maya and it is the second time I've done lip sync. This is all for my university module so any and all critique is welcome. :) https://www.youtube.com/watch?v=BVV-fmv9B8k