Guys&Gals, we used MODO (the pro/full package; not the indie one) in the past but at some time the rigging/animation tool is lacking (a few years ago) and turn to other 3D Package to supplement. So will you recommend MODO now 2017 for the main tool to do modeling,bake,rig,animate and all that for indie game dev? This is…
Coming from Maya, I am a little bit appalled with 3dsmax skinning. The CAT rig seems very awesome but the weighting part is just complicated. In Maya, there is the heat map skinning and now the geodesic voxel binding in maya which speeds up rigging. U can even place bones in the centre of ur models using a mode (can't…
Im using Marmoset as well as SSS but I cant get a realistic result im looking for should I use vray or arnold? Or am I just not doing a good job with anatomy?
Hello. Two weeks ago I started working on a spaceship for the CG Boost challenge and I didn't finish it in time, however I still want to, but after some time I don't feel motivated enough. When I'm working on the project, my progress is so slow, even though it isn't something that hard to take this amount of time to finish…
Noodling around with this in my spare time. :) The overall design is not settled, it should be but I'm kind of enjoying the overall iteration process and changing things as I go. I haven't done to much high sci fi stuff so it feels nice to experiment. I also have some early footage of the blocking out phase here.…
I’ve had an interest in 3D for a long time but only recently took the plunge. After taking some courses, I dedicated the last 4 months to one big project: recreating and tweaking a kitchen environment I found online. My Workflow: * Modeling: Blender * Texturing: Substance Painter & Illustrator * Rendering: Unreal Engine…
So am currently learing how to animate and rigging a veichle and am also learning how to texture in substance painter this is where am at currently So this is the animation that I have made inside of 3Ds max and the setup is like this I have made a CAT Rig Setup in max and made the main body a bone and the wings and feet…
Thanks for your answers, guys! It really helps to figure out in what way I should keep working. I think after finishing what I am modeling now, I`ll choose something that can be rigged interestingly. And I will try now to model things, then rig them, and after that start animating step by step.
Hey man, great start! Some recommendations - I'd probably have the character look straight forward rather than model it in pose just for ease of rigging. If you're not planning to rig it, fair enough. Topology wise could use some work on deformation loops etc. Overall sculpt/high poly bits are cool, keep going!
If it does work for you its fine. There is no golden rule how to setup your files. We have the geo file referenced into the rig file. And reference the rig file into the shot. xGen hair is created on a scalp geo and imported into the shot. A more complex way is to work with xgen delta files. But you wont go that route…