The last thing he truly felt, he thought, was the sharp pang of freezing seawater on his tongue. Unremarkable for a sailor, perhaps, but it was all he had. Even now. Oceanwater, grimy and dark and relentless, choked him on all sides. And not a drop to drink. A glimmer of scales. Funny how the damn things flickered around…
If the tail is gone, then her butt cheeks are now spread wide for no good reason... The tail looks really cool in the concept, maybe it didn't look cool because it wasn't posed? Something that I think could be improved is the breasts. They look like a woman with an A-cup wearing a C-cup bra; that is to say, they don't…
This looks like a great start! I have to second the point about the arms. IMO the torso should be more skeletal, to fit with the arms and be more recognizable as Grevious. The fact that his torso is quite meaty just doesn't fit with the skeletal arms. You could make his torso really thin and emaciated and that might fit…
Adam Flores This is my first completed contest here on polycount. I wanted to do a Masters of the universe style throne room with Skeletor's throne. It was a fun challenge and I learned alot more about making game art. Software used: MODO Zbrush Photoshop UE4 The throne room. All shots in UE4 The Throne in zbrush and modo,…
There are none as far as I know. I figured something out. It's a bit of a process and I got it to work, but I don't know how hard you can push it, and the max bone count per skeletal mesh will be reached if it's a huge number of bits for the simulation. What I did was create the meshes, put a joint in the center of each…
So I've made some progress here. It turns out that static lights don't work on grooms at all. Maybe I'm slow, but it's new to me that static lights only work on static objects - but it works on skeletal meshes? Are skeletal meshes static objects? But not on grooms, evidently. ^ Left is with voxels turned on, right is…
Highpoly: This is my first time using the 'detailed blockout' or 'midpoly' workflow, and so far I have to say I'm a fan. Getting the highpoly done was faaast. But I won't get a complete sense of its differences until I move on to the lowpoly. I've already had a few pieces that I've had to tweak when doing the high, which…
Hi all! I've just completed a set of tutorials covering the creation of a character rig using CAT (Character Animation Toolkit) for use as a SkeletalMesh in UDK. This set of videos takes you thru the entire workflow of creating a rig for a custom character, skinning, animating, and getting it into UDK as a functioning…
You could swap the SkeletalMeshComponent of your actor via code to get the hide and show functionality I believe. Just make sure the big guy and little guy have the same anim names in their sets and they can keep a consistent animTree. Frankly you could just have a complex anim tree with bigguy anims in one large bunch,…
[ QUOTE ] The advancement of LOD tools (meshlab rocks) have been a huge help in my workflow. It will never be 100% automatic, like soul said a program can't determine some key areas like the face, etc. But a powerfull lod tool in conjuction with hand tweaks really does the job much faster. [/ QUOTE ] our lods are all…