Hey guys! Im kind of new posting here but I thought I would share my recent project I am working on at SAE institute for a bit of critique and discussion. We are given a franchise and our group will model, rig and animate each an individual Zelda character of our choosing. I chose breath of the wild link as its most recent…
Hi there. My name is Sam Hammoudeh. I am a sound designer / composer who has worked on a couple of mobile games: Ephemeral - https://play.google.com/store/apps/details?id=com.parabolainteractive.ephemeral.android Rim - https://play.google.com/store/apps/details?id=com.parabolainteractive.rim.android&hl=en I now have an…
I stumbled across this today by happy accident, I've done a search on the forums and can't find anyone else linking to it and I believe it's definitely worth sharing. Wasn't sure where to stick it, so I apologise if there's a thread where people throw in handy scripts/plugins. (I looked at the "Become more efficient"…
Hey everyone, Just started a new project for an assignment at college and decided to make a new thread to document my process and hopefully get some critique and feedback from you guys. It's going to go over a few weeks but hopefully at the end of it I'll have a game ready model for you all to look at! :] Schedule Week 1:…
heres a low poly model i did a while ago but never got round to finishing for the comp since i was moving to uni so heres it almost done just a few seams to fix. took about 4days to finish from scratch and its my first lowpoly character. i learnt alot from this experience and thought id share my model with everyone. he…
While I agree that things have to be made as clean as possible, the following is another misconception : With weight transfer tools, it's actually the opposite. You could very well pass an early, non finished version of a model (but with correct proportions) to the rigger so that you can see if it has the correct range of…
Thanks for your comment, the reason he is standing straighter in my model is that this guy will be getting a full animation rig in the end. So to have maximum mobility in the rig I'm modelling him more vertical, if you look at his upper body and his armor, when the shoulder armor is tilted from the chest up to make the…
aesir - We do need him animated. He's rigged with biped too, which from what I'm told will make animating him a cinch. However since I have to go back and redo the UV layout, I'm not sure if I'll be able to use the current rig. He's using biped though, so theoretically if you animated him as-is, we could use those…
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…