Hi Buzzcore, Would it possible to do some reference pic/notes were certain nodes are for outputting each texture. As the setup is very large. I think I have located the Colormap, but other things are difficult to figure out. Or is there a other way to find out what each node is? Thanks.
This is done quite often. As long as the rig is the same, same bone-count and the bones are named the same, it should all work just fine. I would come up with one rig, and sort of build your meshes around that. Making sure that each mesh works with the rig, not the other way around.
Love the lighting on the figure, and the soft bounce lighting! What's the source of the red light? Need to see the source, otherwise it's a bit confusing. Also why does the red light cut off in a diagonal mid-way up the wall? Statues typically have a base below them to stand on, they're not just stuck in a niche all alone.…
Re: the head, You seem to have a pretty decent idea of the general bone shapes in the face and skull proportions, which is great. Looks a lot better than my first attempts. Eyes- you have the glabella and orbit pretty much there with pretty clean planes, and thats always good. She could do with more fat above the eye, so…
Hey everyone, I'm not an animator at all but circumstance has me doing a little bit of work in it and I was wondering a few things on how to make animations that go beyond what bones can do as far as I can tell. For example, expanding and contracting the torso for breathing, or having a balloon swell up in size. Another…
Hey guys, kinda a shout out to any Softimage users here. I'm trying to get the basics of ICE to get a speedy scatter randomization for some leaves to go on a hedge set I'm working on. I've been following this official Autodesk tutorial... [ame] https://www.youtube.com/watch?v=DicLkXzoT8Q[/ame] Having gone through the whole…
Hello there! 3D fanart based on an awesome study of John Polidora aka Norsechowder. For this one I tried something out of my comfort zone, focusing more on hand-painted textures with a little PBR. High poly done in Zbrush, low poly in Maya, bake and textures were done in Substance Painter, the realtime render in Marmoset.
Trackmania 2: the prettiest racing game to date? Did I just say that? Wait... who am I? Firstly, allow myself to introduce myself. My name's Hamish and I'm joining the guys here at Polycount to help keep our awesome readers up to date with what's happening in and around the games industry. I'm your typical-geek generalist…
Big part of game art is modeling with efficiency to meet demands of realtime engines. So if you show wireframes and texture layouts as well you'll get the full deal. About the art, only thing I can say is that I think you missed the tone of the concept. Setting the props in a dark dungeon is fine, but I think you should…
EpicBeardMan Thanks for the feedback, good point! Yes you're right! I've really done it as a workflow study, I thinked about that while doing it but with less stuff, it's less fun to watch when it's on a little square I guess. I also thinked that if I have to use it in a scene, I'll probably have another texture like blank…