hey mate. im no modeler but i think i can still help u :) so first, u should either go here http://www.dota2.com/workshop/requirements/Juggernaut and download the model files as well as getting the information about his slots. if those files there are anyhow outdated u have to export the files from the game. (but i think…
Im actually kind of in the same boat as you. I got my foot in the door as an animator, and have taken a liking to rigging, so ive been doing more and more at work, but im more of a generalist. Ive been looking into what i need to get a job as a full time rigger somewhere. Definitely learn python, not mel. Mel is good to…
I'm not saying there should be but for example on the mech I'm making there are a lot of details and even using nurms having everything on 2 makes it lag, and I by no means have a bad system, it's just a lot, so on small simple things I think that doubling them lowers the polycount and takes about 2 more seconds, and can…
Good on ya for doing an original concept design. The clothing doesn't seem to be sculpted in the Overwatch style; that's what stands out to me originally. For example, the Jacket lacks relatively sharp, planay folds and instead has lumpy and soft shapes across the board. If you take a look at Hanzo or McCree, a lot of…
@Mark Dygert : To be fair that's precisely why Blender is such an amazingly powerful modeling app - vertex weighting in it is 100% non-destructive/non-linear as everything is stored in a very straightforward object data lists, and vertex order for weights (and even blend shapes) is maintained even after deleting and/or…
Thanks for the quick reply Ian! I'll go ahead with the double "crossing" belts then in the first example. That's the one I was leaning towards, I think a little more work could get it looking pretty reasonably neat. Concerning the proportions, as of right now he's roughly 7 & 1/2 "heads" tall (he's almost 8 if you count…
Welcome to Polycount RIO You have a good start going there but there's some tweaking to do I think Here are some things that I noticed... Her neck seems a little bit thick and the skin on it makes it look masculine. Her nose seems a bity long and the top of the nose bridge too wide. Her jaw looks a little bit too wide.…
I know you said materials. . . but I'm always the asshole handing out unsolicited opinions :P I'ts really hard to tell the scale of it when it's all alone. There's nothing I can really identify as a cockpit/hatch/human interface. (I know it's robotic.), so I get a little stuck trying to figure out how big it is. Is this…
There is a lot being said here so apologies if I miss something, however Scott Eaton's Anatomy for Artist's course is one of the best I've ever taken. Anatomy is extremely important even if you aren't sculpting bodies at your job because everything a character wears sits on top of the anatomy and certain shapes will be…
I AM NOT DEAD YAY! So where were we. Phase 006: Retopopo: Topology is one of those things that tend to be a fine balance of what looks good vs what works good. After studying topology, I came to the conclusion that it all depends on your rigger and animator. I was unsure what pose I wanted and tried to plan it out ahead of…