Hello friends, It's time to update my games reel since I want to do another round of applications and the work I did on some games are not worth watching haha :( and to do it I will make kind of an animation set for the Adventurer rig from Kiel Figgins. It would be amazing to have feedback no matter how short, long, hard…
Hello animators! Wanna ask a little of your help on some issue i got with character animation. The thing is i'm trying to copy a keyframe that contains character's limb's both move and rotation information on a timeline, but freshly duplicated frame only contains rotation information, limb isn't moving! Meanwile if i move…
I spent yesterday trying to figure out a way to compile the Gumroad Tutorials List thread on Polycount into a usable spreadsheet. Got it pretty well automated at this point so it wasn't too tedious. Spreadsheet contains every Gumroad profile directly linked from that thread. Second tab contains tutorials/resources that…
Hi there, I put together this set containing revamped versions of old Natural Selection 2 textures I made for them, a long time has passed and (most) aren't used anymore (I've also cleared this with the them to release). I decided to have a general theme on them of whitish, blackish and yellowish mainly. There are also…
Dear Polycounters, Lately I have been working on a lot of 3d related work and it has been an enjoyable journey so far. Starting this journal is a way for me to stay motivated and provide me a point to look back on an reminisce about once I will be a lot better. Starting off with some sub-d practice. There are a lot of…
I think it lacks material definition. The metal looks more like glossy plastic, the skull sculpt is too blobby, the bones are glossy plastic, instead of boney, like the concept. The skulls lack expression in their eyes. The wood sculpt is not so well and defined. Your edges are not catching any highlights. The damaging…
You are correct. But let me explain my problem: - My current approach is to create procedural material that take baked maps like uv/world normal/position/occlusion, because I don't believe I can produce the paint result without knowing some mesh info (that's the information a handpainting texture artist would have.) - I…
I will tweak what I have to see if I can more closely represent the concept later on and post the results. In terms of your advice Ged I would definetly take your advice into account should I have the time to start again, however with this being a University project with a deadline, starting again is unfortunately not an…
Disclaimer: The purpose of this work was to create a comic so my primary focus was to have something relatively smooth that deforms well (especially the face). So this is definitely not a game mesh. Don't try this at home! :poly122: Working without poly constraints is cool, but you feel dirty afterwards, and retopo is like…
Hi ! I received some private messages about how we worked for the previous challenge or for my old Diorama, so I told I would show more steps here... But it's a reaaaally classical pipeline :) There's how I plan to work: - Basic shapes in 3D Max (I always used Maya, it's just to break the habits ahah) - Give a +/- uniform…