Hello Polycounters! Been working on an animation, and would appreciate any feedback you can provide on it. The goal is to make something that could work as an Overwatch play-of-the-game clip. https://syncsketch.com/sketch/b39fd792b7b3/#302370
Hello, I've recently updated my reel for character animation and would really appreciate some feedback on my work. Feel free to be as general or specific as you'd like. Thank you! [vv]117739750[/vv]
Hey Polycounters, I've created a ward for Dota 2 based on the mechanical characters specifically Clockwerk. I've spent about 3 days trying to get the animations to export and work properly in the Dota 2 importer. I'm using Maya and I've tried FBX exports and SMD and I have solved a lot of issues but the last still haunts…
You can make a plane, apply Noise to it, and animate the Time or Seed or whatever in your program of choice to animate it, then just render it to frames.
WE want to make pc game like Rune Factory or similar Harvest Moon.the game will be quite big. I imagine that there would be shops to buy tools, items for harvesting -Looking for team member- Animator for 3DModel in game 1 Can make Rig and adjust the rig avoids,animator must give some feedback to 3D artist when he rigging…
I used to copy the curves and then invert the necessary ones. It takes a while. I've learned to animate both sides at the same time when I want mirrored animations. (Unless I'm using my personal rigs.)
Besides the human study I've also been working on these 2 short little animations this week. It's nothing special, but I'd just like to share them. I'm starting to like animation. #1st Assignment: Pixar Animation Appearantly the guys over at Pixar are given 1 week for 1 second of animation for their feature film projects.…
Hey guys, very long time no see. I've recovered from a pretty bad case of RSI and recently started learning maya. So far I'm liking it, not better or worse than max, but rigging-wise it's hard getting used to. I've already found out most of these differences are mainly because the terminology is different in maya than it…