now that i got some time off from work, i can continue my quest to finish this chica. i took everyone's crits into mind and optimized her. I added some horns and a tied up ribbon in the back that will hopefully simulate a tail (like most succubi tend to have) I corrected the jagged boob that was mentioned earlier. I got…
yeah i dont know much about the film pipeline, but i have been working with some character rigs for visual novel. At first I thought, fuck it there is no real restriction because of realtime renderer, I'll just go crazy with poly count and not worry. But when it comes to rigging and animation there is still good reason to…
In before you get replies linking to landscape/height map tutorials etc ... You need to start at the right point. Landscapes like this are actually very simple and easy to do, and where you’re currently at will probably feel like a major victory however, it’s not going to get you very far. You’ll be left with a landscape…
mm i think the education of japanese through textbooks or 'apps' can be properly (and appropriately IMO) circumvented through the watching of animes and anime drawings. this, afterall, will give you the streetsmarts that will give you the edge in japan, vs the booksmarts and overtly formal method of speech gained from…
I've seen you ask this question on other SI forums, so I've been wanting to come up with some simple solution as it seems to go unanswered. Please consider this to be very experimental; ICE is not something I'm familiar with at all. But after poking around with it for a while this morning, I've got something that seems to…
I think it really depends on how curious you are about the technical side of things. On the art side, I like to know what's happening so I'll mess around and see what breaks and what doesn't. Especially with game art, to understand what's happening with things like tangent bases or CrazyBump takes a certain understanding…
Looking good, few crits below: there is a pop on the right leg on the idle as his body straightens up the idle itself looks a little samey, when the back goes straight and the arm goes at the same time, it almost looks like the arm isnt moving - some overlapping action here would be really nice so as the body moves have…
Production company We are a small start-up animation company who are looking for workers for hire. To help participate in an animation series named "Margola and Hunts". This is a multi-episode series containing 10-12, 30 minute long episodes that may be cut down to 15 minute mini-sodes. Along with the series work, Three to…
Hello! My friends and I have just begun working on our next game and I thought I would share with you what I'm making for it. We have only just begun prototyping so everything could definitely end up changing. The game is a first person shooter which we are calling (at least for the time being) "Killing Dracula". The plot…
After reading Eathquake's excellent thread I decided to practice baking normals, hopefully doing it the right way. After some simple cubes I did a quick Zbrush sketch of a pillar. Here's the result, I'm mainly hoping for either :thumbup: or pointers on what to fix / general tips. Process: * Model basemesh in modo (Hard…