Hey guys, I'm just going through a couple of tutorials on walk cycles and I'm having some real head-scratchers with this rig they provide. The problem seems to be with the centre of gravity control, it should control the translation of the hips/upper body, but it seems to have had its constraint broken or something. I had…
I'm in need of some suggestions on a sculpting app. I'm currently exclusively a ZBrush user with Maya for anything that needs a bit more precision. My problem lies with the sort of work I often have to do at Creature Technology. Frequently my job entails building internal structure for animatronic creatures. This typically…
"Honestly not sure why sub-d still alive" Because in actual day to day practice there are many models that are just an order of magnitude faster and more efficient to build in subdiv rather than in CAD, especially if the provided concept isn't a fully locked technical drawing and if the design will be subject to tweaks…
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea.I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this.Please correct me if i am wrong, i'd love to have this…
Science & Industry 2 is the sequel to the once popular HL mod (which can be found here). This time we're bringing it to the Source engine. The code base is comming along nicely, but alas we lack all kinds of artistic talent. Taken from the homepage here : [ QUOTE ] Mappers: Prior experience with HL/HL2 mapping is…
Kudos for progressing so far on this! The porcelain/glaze material looks great! Are you familiar with the japanese art (and i guess philosophy) of Kintsugi (mending broken pottery with gold)? It's just an idea, not a criticism. But it feels like it could be fitting from a narrative perspective. As for crit, it looks like…
Thank you. Some code here is a "placeholder", like moving elements. I need to move them to few different places and use "default" shift in this example just to have overall "weight" of calculations as close to what it will be in the end. Collecting elements in groups instead of moving each individually every iteration…
Hey, it looks pretty good man to be honest. Sometimes when you have been working on an object, since you have worked on every little detail on it, you naturally see every tiny flaw in it. The perception from a fresh pair of eyes will always differ. With that said, I see you are using marmoset for rendering. Unless you are…
OK so here's a basic breakdown of how I built one of the structures for the game. As a preface, none of this is terribly earth shattering. Many artists work in a similar fashion, this just shows how I go about it. The first thing I made before building any of the structures in the game was to establish a texture set that…
Two Listen I appreciate the feedback. You raise a very good point about the "wow" factor somewhat stagnating the visual side of things this day and age and in this case semantics is definitely not my friend. However I do believe that we are to blame for that at large, because most of the beauty elements apart from scale…