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…
is that max bones? biped? if max bones, you want to adjust your bias handles in curve editor so the 1st and last frames have the same in/out curves. there is also a button along the top of the curve editor that automatically loops the animation so you can get quick looping previews. if biped, you can use the curve editor,…
Your questions are actually just specific for dinosaurs since a lot of people actually do those methods you mentioned for characters. 1a. Model with a purpose. What is the benefit of either or? If you model with separate teeth, they will look mode believable and also its will be easy to clone and use as modular objects.…
your priorities so far, base colours - colour each part in whatever you think the base colour of that area will be, colour cleaning - clean the edges and add the largest of details colour picking - now you have a basic idea of what the colours will be, make your highlight and shading colours, keep the highlights around the…
I have done the same things few times [I have the general idea of how to do the job but haven't done it myself and because of that I have work on things I probably will never work if only stayed in my save zone ] , ever heard expression fake it till you make it ? Not been done something it doesn't mean you can't do it or…
YAY! The issue has been fixed! WOooooOOT. So to quickly explain the fix, the mesh needed to be re imported. The wings i had to reexport from maya as an obj, this i believe saves the positional data rather than an fbx which saves the origin data. After doing so i had to transfer all of the weights from the old mesh to the…
Here's my take on it. Physique Pros: * Deformable envelope cages and overlap controls make envelop skinning pretty easy. * Designed to work with biped, later upgraded to work with custom rigs, kind of. * Allows for use of floating bones (all bones in skin are treated this way) Cons: * Individual vert weighting is insanely…
I haven't done this in awhile, but it should be as simple as blending the large normal map with the output from your Layer Blend node. Use this setup, except replace the detail normal map with your Layer Blend node: http://udn.epicgames.com/Three/MaterialBasics.html#Detail%20Normal%20Map
Mass update Lina: CM: AM: Head-rig done note: when I compiled into Dota I set it to "belt" so the hair is still there. Shoulder-rig done Belt-rig with a little cliping Armor-Does not want to work right:poly118: Arms-same as above:poly127: