Yo. I'm looking for sweet tips/tricks on rigging and animation when it comes to prop animations for in-game characters in Maya, and how they translate to Unreal 4 and Unity. I understand all the basics, parent constraints, etc., but my latest question pretty much has to do with dropping an item and the rigging/engine stuff…
Hey guys Just a curious question im wondering if any of you guys have or know other game artists that use mix medias to create game art? Im not sure how else to put it,but ill give an example. say you want a menu background based on some old paper or soemthing similar,rather than trying to paint this would you go into the…
Deep Forger is a procedural generation app currently running as a bot on Twitter. It uses similar tech to the Deep Dreaming generator that went around a little while back. Unlike that app that inexplicably worked pictures of dogs and eyeballs into a submitted photo, Deep Forger picks a specific piece of artwork and reworks…
I created several blend shapes for my model. Some of them from scratch, some of them by merging other blend shapes. After export in .fbx names of some blend shapes changed. I imported this model fbx to Unity and to Maya LT and in both I got the same result. Some of blend shapes (not all of them) had different names. The…
Hey Guys! First post here, thanks for having a look. I've got some general questions about executing modularity in models/textures. I'm currently working on a small town Main St. style environment and have an opportunity to work with a lot of modular assets. Right now I'm working specifically on the courthouse pictured.…
To get a job, you need to demonstrate the basic craft skills of the trade in your portfolio. Here are a few things I've noticed that show a potential employer that you haven't mastered this fully yet: * polygon distribution is very uneven. Some parts are far too high-poly for an optimized game mesh while other parts of the…
Model looks good, maybe a bit sharp and too uniform edges at places Texturing is pretty simplistic still and needs some work, Edge definition and medium/large scale details and variance are everything in texturing Small scale surface detail is there but that can generally be so generic that it can be done with a tiling…
You've got some of the base shapes nailed down, but they need refining and you also need to start using several smoothing groups as the armour of a space marine has several hard edges. For example the shoulder pads. Your model also has the adsence of a waist. Personally I would go back and segment the armour into several…
I do not agree with you on never editing the cage. There is a reason most bakers allow you to import a custom cage. With an automatically generated cage the mesh gets pushed out evenly. With a cage you make yourself, you can change how much it gets pushed out, where you need it. For example around parts of your model that…
I think to make it pop out good and proper, and ditch some of the 'flatness' the scene has is some decent ambient-illumination on the advertisements, and to be honest everything. In Deus Ex HR a lot of the lighting is added to by having the area largely darkened, but with a large volume of glow and falloff light to bounce…