I guess you carry it around with an anti gravity gun? I think a little more reference hunting and the stylizing some of the ref would be ideal. It seems like you kind of free styled and skipped over a few common things that logically should be there. Like handles or loop holes for ropes. What does a chest do? Protects…
model https://www.cgtrader.com/3d-models/character/fantasy/mark-of low poly mark of ninja fanart. ready to rig. textured using color atlas. I will update him with the rig later after fixing some weight paints. you will get A-pose. please comment any modifications needed. cheers…
Made this on and off over the last week, still have a lot to tweak and fine tune before I consider rigging and try out some simple animation with it. Anatomy wise, I tried matching up to the reference but the legs, nose and hands still don't feel right. Planning on having him rigged in an action pose.
Hey, I dont know if anyone on here does custom characters for commission but i'm looking for 3 character models rigged or just made in T-pose and I can rig them. They are Hao Asakura and his spirit flame. If your interested just DM me with your work and estimate.
starting to learn how to animate again, so I am looking for crits. Just a basic walk cycle to start things off. Character is a stock one in XSI with a stock XSI rig. Rigging I am comfortable with but could probably use the practice making rigs.Also suggestions for animations to do would be appreciated. Walk Animation
Hi everyone :) I'm quite new to Polycount, but I thought I would give this contest a shot it looks great! My plan is to use the Conan rig - https://gumroad.com/l/conanrig Conan Maya Rig made by Truong. Concept art by M ZM Model by Tri Nguyen
Hi! I’m polishing an Unreal scene (cave ruins with a shallow pond, god rays, big stone head, doorway, torch character). Could you please give me feedback on what to tweak or redo in this Unreal scene so it looks more polished? Thanks in advance! Goal: push it to a more “AAA” look for portfolio.
YEah, and thicken that trigger guard. It's just not going to read that thin. It's a nice model, my issue is mainly with presentation. Turn off toolbag's skybox background so we can better see the high poly and reduce the saturation of color in the lighting. Currently looks like you're only using the sky's light source atm…
Just weight the static ends of the sling to the weapon bone, and the dynamic part of the sling to the moving sling bones. Much like the static upper end of a cape would be rigged to the character's upper spine bone, while the rest of the cape would be rigged to dynamic cape bones.
Yea I don't really know how to rig at all, so I just did a pose manually in zbrush with masking and zspheres. If I knew how to rig I would have done a more dynamic pose ahaha