@Monster good call, mate. Jason Osipa's book has been pretty much THE facial bible for as long as I can remember. Still have a second edition copy here. :) This might get you on your way: http://www.digitaltutors.com/tutorial/1378-Facial-Rigging-for-Games-in-3ds-Max There's also this one. Looks like it goes over…
90,001,037,524+03=13_01.0 LDT/20 USE AT YOUR RISK DO NOT USE ABUSIVELY. SCI FI TRAILER: iClone Contest 2015 RGCA-Trailer-atzetm<br> <iframe width="560" height="315" src="https://www.youtube.com/embed/K9fDPDfjawU?rel=0" frameborder="0" allowfullscreen></iframe> <br> end of file eof
I'm not sure about those specifics but it does create a joint system that isnt broken up or fancy and can be exported to Unity fine. So i'd assume yes. Just a heads up currently winding down hopefully on the project so I'll be having free time very soon to do my first twitch videos on this thing. I'll possibly be releasing…
I thought Scrum is pretty standard in our industry, especially in coding, but also more commonly in a semi-scrum way in art production. Mileage in art production seems to vary though, and many studios seem to combine it with regular top-down management approaches. Even if you're not following scrum, there are some…
Of course I pick the one image to paintover and give some lighting and atmosphere feedback, and another lighting artist beats me to it :) Oh well, here is some supporting feedback to what SHEPEIRO said below. Absolutely underexposed. Thats the first thing I noticed. Did you play uncharted 3? Those canyons had some awesome…
On assets with textures this small, you don't want JPG textures - use PNG instead. His head's a bit small (1/8th of the total length) and he feels emaciated. Either shorten the limbs or thicken everything and upsize the head. Also - this is a test/assignment that many people have done, use that to your advantage by looking…
quads look evenly spaced so ZBrush should be your friend, im pretty new to character modelling myself so my advice will be limited, for your anatomy sculpt i recommend this book by scott spencer…
Usually I'm in favor of a slight increase in poly count (maybe up to 10-15% for a prop more for architecture) if it can save me space, memory, and time in texturing. Even compressed, textures are nearly always more memory heavy than models. As an example, a model I made recently for work had about 20,000 tris and used a…
Wow, I see what you are talking about. Lol great optical illusion. The other day I almost go crazy with a heightmap I was working with that looked pretty much like this http://files.sharenator.com/black_dots_optical_illusion_Optical_illusions-s390x325-13679-580.gif Well, to be honest it was far less extreme, but also…