I'm trying to import a rig into unreal and even though the skeleton and the mesh import properly and work, any animation I have baked onto the skeleton appears in unreal as the entire mesh is rotated and scaled smaller even though the animation hasn't moved the position of the model. I thought it might have been because I…
Hey everyone! I've been working on this dude for quite a while. The original concept is from Wildstar. I modeled him with only three fingers for now without realizing the dude has 5 in game, so I'll probably be going back and fixing that soon. Crits and stuff would be most appreciated :) I wish I had posted a thread during…
what kind of control and finetuning are you referring to? no, you can't create a six-legged biped with two heads and four arms from biped parts alone. but of course you can add other objects to the hierarchy as you wish. in my book: - animation control is pretty good: no stupid ik/fk switches: just grab a bone, rotate or…
Hi Frank, first of all, thank you so much for taking the time to write this in-depth feedback. I’m really grateful that you did that. The branches on the sword really don’t look like the ones on the shield, i definitely need to go back and redo a lot of stuff. i’ve already made some changes, ditched parts that I felt that…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
For characters I can't see why you'd need to travel - mostly you'd use scans of fabric, metal, and leather. The same sort of thing they do in VFX. But for environments there have been several games where the environments use 3d scans extensively. For a AAA game it's not a big expense to send someone to another country…
Hello people! I stumble upon a Uncharted 4 environment done by Andres Rodriguez on Arstation. As I was trying to analyze the scene thinking about how I would do it I couldn't think aobut a solution for the ceiling. It is too big for a single texture to retain all the detail I guess. It also has some wear and tear close to…
Speedtree is pretty much your only option if you have to make hundreds of the bastards and you need to lod them. It has a lot of benefits if you're able to integrate speedtree models into your engine (wind rigs, leaf lod scaling, billboard baking etc.) It's a shame the supplied textures and shading setup are absolute shit…
Thanks for the reply! Obviously, everything you said is valid, and i already have all that in mind The tower is a placeholder right now, the final model will be ruined and all that, and the focal point should be somewhere around the top of the tower. I will change the skydome.I want to make multiple layers of clouds much…
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