I'm totally late to this party but I'll toss in my 2 cents. I've run into this a few times and what I do (which you probably haven't done and probably want to do in the future) is to place the pivot point for all of the meshes at the point that the biped scales from (the frozen footstep node between the bipeds feet). That…
Hey all! I've been learning some new rig setups, including face morphs, spine controls, and reverse foot rigs. Here's just a quick couple of tests to try out the new systems. Enjoy! [ame] http://www.youtube.com/watch?v=DZkdoyjz2jY[/ame] [ame]http://www.youtube.com/watch?v=uMx2XxRVOyc[/ame]
Hoi hoi, Finally got a low poly and texture built for the new "Super-heroine". Currently at 8'463 tri's with 2048 d/n/s textures, i'm going to rig her within the next few days and give her a decent pose.....when I get around to teaching myself Max's rigging system.
Theres so much out there that just covers stuff already done over a million times. High poly modelling, normal map baking, etc. I wanna see cool stuff like feather systems, wing rigging, other advanced rigging techniques, game ready particle FX stuff... stuff like that.
Well Richard, I think hearing that I'll go into rigging in 3d then because I am not a coder, and really cannot thing that way. Rigging is painful enough but That at least is self contained. I don't hae the patience, or temperment for bug fixing, nor can I organize or type well, So no jobs for animators then? Scott
I finally got this guy rigged and I've started animating him. Thought I'd post the anims I have done and see what you guys think. Took me a while to get him rigged and to get used to animating in Max since I'm still learning. Norman WalkF Norman RunF Norman Idle_Rest
Hey everyone, I'm new to Polycount but I heard this is a great community to be involved in and I hope to be involved here more. To preface, I'm beginning to learn Zbrush and I've encountered an issue where my mesh has what looks like masked off streaks on the surface. When I sculpt over them they seem to just get bigger. I…
And yet another art dump of a project we worked on earlier this year. Offensive Combat by U4ia, an online competitive shooter running in browser on the Unity3d engine. So far our biggest, maybe not from the scope, but from the workload, we had 10 artists working on it over the past few months, creating all together around…
Hi, We're a small team of independent artists who are passionate about making movies. Currently, we're working on a short surreal 3D animated movie. We only have 2 months of time to finish and we're in need of artists. Although we are aware the time is too less but the movie isn't that long and we're positive it will be…
Hey everyone, I've been working on this project for a while and decided that it would be very beneficial for everyone if i keep track of my progress here. It's about making modular characters for the game we are working on: Knights of Azariah. The idea is to have an army of customizable characters using Blueprints to…