"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
Hello everyone, my name is Joshua. I'm looking for some dedicated and serious minded artists for a project of passion and future endeavors To go ahead and get this out of the way, I don't mind paying for your time. Either by a flat fee, or by profit sharing. However, this project isn't meant to be a quick money grab, it is…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
So having trouble with my rig. Just started it out and set up the basic ik for it as i want to have it where when the pole behind the move ups it has it where it bend keeping the knee forward but for some reason it doing it in the opposite direction. i checked the pole angle and all. I'm including the blender file. Here is…
Important Note: This is an alternative version of this freelance request, phrased very differently. Our goal is the same, but we realized it might be easier to make new models from scratch than to decimate, retopo, and re-rig existing models. Only one of these two jobs will be funded. Brief Description I would like to…
http://steamcommunity.com/sharedfiles/filedetails/?id=537381977 My last entry, the majestic RPG7 in a ceremonial sahara / africa style Took probably the most time, aside of the AK and the AA12 but well worth the effort I think.
Working in Maya LT 2018 (no wrap deformer, no Node editor) I've got a game character that must switch outfits and heads. Rather than have a separate mesh for each head attached to a body, I thought I might save some memory by rigging the "floating" head so match the body without a break in the seam. The only way that I…