Character Modeller Required for an RTS Project. Requirement to create 1 or 2 medium quality characters, modelled, skinned and rigged. Full Reference material to be provided. Variant 1 - Soldier in fatigue uniform. https://gyazo.com/bddaea232af4c225b463991cb0fc1bc1 Variant 2 - Soldier in chemical protection…
I found 2 good tutorials on this that explain it with images Jonathan Rush Ancient-Pig's basic deformation tutorial Ben Mathis (poopinmymouth) Limb Deformation tutorial But then I saw something on these forums that had these 2 pictures Spacey's post on polycount pnyx's post on polycount That last example with the purple…
hey guys , iv gotten my new pc , etc it runs fine...except for its random shut downs without warning...it usually happens when im playing battlefield 2... happened twice when i wasnt playing games. at first i thought it was a overheating problem, so i ran pcprobe 2 provided by asus and checked the temperature etc. the…
well, I figured I'd give it another try since there's been an update. it's still knackered on 5.3.2 but things have changed you can build landscape HLODs provided you don't try to build too big a level (4km^2 for me) provided you disable virtual textures. you cannot build all the HLODs - at best I've managed to get 2km^2…
ooph sry been busy but something like these i hope they help i gave variation so you can get an idea of what you think would be the best approach for your needs and skill set. The one you reference is fine also i suppose though i never seen that one. 1. Quickest clean method for production 2. the Reverse zbrush to…
BREAKDOWN Humanoid Combat Walker, human-piloted. Movement includes walking, flying with aid of a module, and converting into an all-terrain vehicle for faster ground travel. The nature of the vehicle is often dependent on the armour build of the skell, some having treads, others having four wheels or two. Operation of a…
first what i did was created a number of silhouettes and negative space sketching. using both paper with markers, and in Photoshop with some brushes. it was at this point where I quickly leaned away from the bigger bulkier silhouettes, feeling that that didn't look right for the character in mind. there were also some very…
Yeah so there are basically a few different methods right: 1. Use averaged normals on your entire mesh, no hard edges or custom edited normals. Using a cage or not has no bearing on your baked result(unless you manually edit your cage, which works differently per app, hand editing the cage/envelope in Maya for instance…
Back with some lighting updates! I think I'm closing in on the finish line for this project. I've learned a ton, and I'm at that stage where I'm telling myself, "finished, not perfect." If anything is still looking off I really want to fix it, but otherwise I think I have 1 or 2 more updates to get this character finalized…
There is no requirement for artwork posted on Polycount to be exclusively game art. It's a community that grew out of the gaming mod scene, so that tends to be what people focus on, but artwork related to film is absolutely welcome and encouraged! Many of our members dabble with content creation and rendering techniques…