Hey there! Thanks for the reply. This was my thought too but it seems enabling the cast shadow option only reduces the effect and not completely solves it. I think it has something to do with reflections but IDK what. Still trying to figure that out.
Welcome @Moonman117 ! Nice reel! and Its clearly that you have a demo reel for videogames :P What I got from a recruiter from the videogame industry is that your reel needs to have a walk cycles , attacks , Idle and deads. He told me that those were the pillars for a good demo reel for videogames. So I would put an attack…
Damn man, why so few comments? this is awesome! Though I would say two things, first where the black (I assume charred skin) meets the good skin on his cheek doesn't seem to have the same transition as on his chest specifically right around his mouth, I would soften the transition. And second I think the hammers bringing…
First of all sorry if this is the wrong section for these questions, I figured the talented animators here could be useful. I will try to keep this as short as possible but it will probably be still pretty long so I cover all bases. So I am currently apart of a team which is going through some tender business transitions,…
Hey Raf! Great work so far. I agree with B being stronger than A (I didn't even notice the spin the first couple of times, just read as noise at a glance), but I'm not convinced that B is the "tightest" animation. If I had to pick any I would go with C. Its telling the same story as the other animations, but it wraps up…
Hello friends, It's been a while! But this time spacemonkey and I have not been idle... we have just put the finishing touches onto a new Dota 2 custom Courier. :) You can check out the Steam Workshop page for the backstory and voting here: http://steamcommunity.com/sharedfiles/filedetails/?id=161982972 May we introduce...…
Hi, I have a script in 3ds max that detaches model elements by ID, but it doesn't work when I select multiple objects, can anybody fix this script? Thanks in advance! Here's the script ( for obj in selection do macros.run "Modifier Stack" "Convert_to_Poly" ( ( local MatID = 1 while (polyop.getNumFaces $ > 0) do (…
Basically that. How do you planify on grouping UVs from a set of objects - atlases as for my understanding - on large scenes to also ensure decent texel density to bake? You do it by area? - idk, kitchen, room 1, room 2 - by type of object? by size? Hope that makes sense @_@
Nice progress i hope this gif helps took a while. Concept is 3.75 heads tall, your current sculpt is 4.25 heads tall. Forward view, i tried to match it to the concept. I think the arms being like that (i can never enjoy working on things like that, thou i hear its how you should do it) but posting images for guidance…