Not for a game mesh. Optimising the topology and silhouette is the primary concern. Geometry is a lot cheaper these days, but a dense quaded topology would be for more high-end characters(like in the tutorial you linked) Yes, that's the reason the guy in the tutorial you posted goes through this workflow - because he's…
Isaiah - I found similar things to what you already said, it was almost as if the character artists were asked to rack out some quick rig's/animations for the characters, even if they had no prior rigging experience :D Having said that it is damn addictive, I'd say if you're working on your portfolio then avoid this for a…
Thanks for the ref background tip! That'll help tons. Is there anything specifically about the face I should focus on, or should I just junk it all and start over? We're using Unity, and I've already tested a rig for the chain that I think works pretty well, but I'll get into it when I've actually rigged her up in a week…
Hope that 1 day all the major 3d softwares, bla what am i saying i mean i hope autodesk make all there stuff universally compatible animation/rig wise ;) As far as work going home with me, it happens but if only to get my head around why my rig isnt working the way it should mostly.
Aha! I wasn't aware of this hybdrid position. Looks intriguing! Reminds me a bit of Jason Schleifer (his heavy concentration on rigging). I'll take a look at that website. Just to understand it right (google isn't giving me much) tech artist is basically one who uses MEL and/or scripted tools to aid his rigging process?…
I already tried it but after every second reboot Wacom is creating those app profiles again on its own. Nothing seems able to kill it permanently. Also about the viewport jerks in Max they are probably even unrelated to the ring, I am not sure. It's only Blender where Wacom works just ok. I saw somewhere an instruction how…
I don't see anything out of ordinary here. Except maybe nice, big, soft light. The rim light hitting the chin of that character on the top right is pretty nice.
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All right, I'm pretty much finished my pumpkin dude at least until I find more things to fix. A simple rig was surprisingly easy to do with Maya's Quick Rig tool, but having the arms too close to the body in the initial pose caused some problems with the weight painting. Here it is in ue4: It's really cool to see other…
Finally got everything together and in engine, although there's still a lot of editing to do. I'm happy with the results so far! Need to get started on the rig as soon as possible so expect more soon! Hey Mandinga, yeah I'll make sure to use ActorX when he's all rigged and skinned, thanks for the advice! :) Thanks for all…