At this point I'd suggest starting over, at least starting over for now with the anatomy model. If the pieces aren't there, it will be very hard for you to get the proportions correct, and that is where you need to start. Try making up a base model on a low level of detail, say 1 or 2 subdivisions, 1 or 2 thousand poly's…
When a movie loses you more than 1/3 a billion, you should probably care. ESPN is probably worth a lot, but probably not enough to throw away this kind of money annually! (FYI, Toy Story 2 and Toy Story 3 exist because of Disney demanding them. Toy Story 2's history is convoluted, with Disney royally fucking with it,…
This is all great feedback. I think that I'm stuck between 2 target audiences. 1) designers who work in tools like Maya, dDo, nDo, substance designer, 3d coat, etc... 2) Unity users who do more game work and dont really understand the workings that go into making textures. I guess I need to make some different levels of…
Thank you, they will be uniquely mapped on shared texture sheets, probably 1024s with mass amounts of parts on each. They only need like 32^2 - 128^2 pixels each to get the look so putting a bunch on one texture is still cheap to load and makes it faster to do. Probably going to be metal / rough since iirc that is how…
Different apps handle this differently, the sort of brute force way to do this which will work in any app is to lay out your uvs in 1/2 of the 0-1 space, and then scale 200% on one axis to fill out the space. Or lay out in 0-1,0-2, and scale by 50%. Some apps have a way to set the aspect ratio of the UV map so you don't…
Hi. You could use a second uv channel, yes, but Unreal doesn't generate tangents for it by default, so the material setup isn't really straight forward. There are 2 nodes that you will need to use. "derive tangent base" to make tangents for the second channel, and "blend angle corrected normals" to blend the 2 normals. Its…
One possible approach is to use the meshsmooth/turbosmooth option in Max where it keeps hard edges between different smoothing groups. Example workflow: - set up your smoothing groups on the base mesh - add a smooth modifier that separates based on them - add another smooth modifier that doesn't You may have to tweak the…
Here is the WIP for another taunt animation for the Dota 2 workshop. This one is a lot simpler and probably not as creative, but this was because his weapons can be interchanged with items that other people may have created that are larger than his current weapons. Any thoughts? or just like it for what it is? [ame="…
I totally agree with you all. I tried this one more time with the Marmoset 2 and now I think it´s much better. Material definitions are much more easier to do in the latest version thanks to PBR. I literally tape things together. I had this idea of portable wireless energy and Tesla coil is the best solution for that. This…
IMO, there are 2 issues at play: 1) It's an easy crit. You can look at a character, apply the proportion/ratio knowledge you have in your head and point out where the model differs from that. It's not an incorrect crit and unless the author is clear about the model being stylized, it's what you're going to get. 2) Some…