Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
Been grinding on this after work for 1-2h everday. Some notes ( Or critique ) from me to me : Skeleton needs Adjustement Finger bones are way too long Adjust Skeleton to the base-mesh once complete , not other way around Find more references for the Orangutan especially the muscles ( Hard to find for me, mostly guess work.…
Well if you end up choosing UDK, you might as well use Unreal Engine 4, which is simply called UE4 and has a lot more visual power over UDK/UE3. Making the jump from UDK to UE4 shouldn't be too difficult since they have a lot of similarities in systems. As others have said, visually out of the box UE4 has a lot of nice…
is the mesh gona move ? I suggest watching Avrid Scheneider's channel. Full of useful Arnold tips and tutorials. Might help you. https://www.youtube.com/channel/UC1KDwEVBlxr4ew7xqLOhu9g my 2 cents Procedural is great for giving variations, good for texturing and shading large amount of assets without having to spend lots…
Hi, NinjaSocks Thanks for the feedback. I have changed the grunge on top adding a gradient node so it fades as it goes down, also added subtle grunge on on the horizontal seams. Introduced green paint drips. What do you think? Still struggling to add a believable hole in the concrete(at the bottom). Slope blur just does…
[ame] https://www.youtube.com/watch?v=WSLyA7eQWOU[/ame] This should do what you want if you have a texture sheet. If you want the same thing in a game you would have to export animation curves and setup a material with dynamic parameters / uniforms to offset the UVs. [ame]https://www.youtube.com/watch?v=L9Hg5Xu2zAU[/ame]…