It's a lot of good advice for junior artist and just general advice. But what we never see is advice for the senior and what they can do to help the junior. It's always "juniors should be doing this, not that." I was studying the art style of a very popular hit game recently. Perhaps the biggest selling point of the game…
I could always revert to the banner design at pretty much any stage of the process. Even after I started animation, the way it's set up I could just rig a banner to where I have the small box kites now. We'll see how it plays out, I'm not particularly married to either design :P On that note, have an update! Pretty happy…
After seeing this thread over 9 times on my Facebook, I just want to repost my only reply: I am just curious as to what the expectation is for how many there should be? When I started over 12 years ago I felt like I knew personally everyone that did what I do. So to me it feels like a big number. When I started we would…
You shouldn't compromise the character so drastically just to get it in game. Make it look like Po and forget about deforming it to match some crazy skeleton. If you're really interested in getting it in game you can rescale and reposition joints and there are a handful of ways to transfer motion from one skeleton to…
My first 3d gig was doing military stuff. The place I was at handled clearances so I didn't need any preparation other than having a decent portfolio. Teams can be small so being a "generalist" can be a good thing. I got to do everything from modeling/textures, rigging/animation, and render/fx/compositing (I didn't do any…
You peeps shouldn't be so mean. I think this game looks quite alright really. Especially seeing as some students were involved in the production. It's clear they spent quite a lot of time and effort on it, so sure, they probably didn't spend 100 000 hours on that character or whatever it now was, but look here... they even…
Here's a few pictures of my weight painting (it's of the model before my retoping), I know my spine bones probably aren't good enough and I'm debating if I should use a clavical bone. Note: The large bone in the front of the arm is for bicep movement. Arm Rig in Object/Pose mode: Shoulder Bone Highlighted in weightpaint…
@Naeevhna to be new to character modeling you're doing great. I think that the torso is too short for you character. Try to make it longer and shortening the legs. Face is really cute imo. @razzman Nice start. Only thing I would say about the pose. It seems like she is bended forward to me. Maybe you have done it on…
well I built a new rig recently for a update to the times and to really have something powerful to run games / 3d based aps currently im running winxp64 bit 8gigs of ram 1 gigs graphics card I find it weird that I can load the uber high poly mesh in max and show wire frame but it wont bake out for some reason, but in…
But you have to be careful, too much pre-bend on the back can make you model looks weird when you actually rig her and bend her body forward (on the spine)..just make sure its just 'enough' pre-bend on the back :) you can also pre-bend the elbow and knee, make it looks more relax in position. Another thing, for me her leg…