Bort game dev At this point i'm not really sure how we'll be animating and rendering Bort in the game. 3D model, baked animation or 2D sprites. Either way I'll be needing a fully animated 3D model to work from. And as its been ages since I animated anything I made a very quick rig and roughed out this animation as a test.…
First of all, I don't know if I'm posting this topic in the right place, if necessary, a moderator can move this where it's convenient. Hello to the whole community. We are living a moment in the history of technological evolution where artificial intelligence is taking the lead in almost all fields of work. And how not,…
Hi! To Noren's point, best share a bit more context. Reference images used help others to understand what the target is and what specific marks you're aiming to recreate. Do you intend this to be a game/ real-time asset? Shots of wireframe and UVs layout will allow for feedback of those aspects. How many texture sets are…
hello everyone. This is Edgar for the Spriter team. Thanks for the interest. We're completely flooded with emails, etc at the moment, so I may be a little slow to reply, but I'll do my best to get back here and answer any questions. I apologize if this is a little tl;dr, but I'll try to be answering all the questions I saw…
Well I generally don't recommend it to people who already have access to good rigs from any package Scott. It's missing a lot of features that 3d animator types take for granted in studio apps. Its interface is so simple and elegant though that it makes animating really fun. It relies on a pose based system heavily and…
Hi everyone though I share that I'm currently on the look out I'm open and on the hunt for some work! looking for any Freelance, contract, remote and or part time roles. Hard Surface - Modelling/ Film or Game, 3d Modelling Low-High, and or Concept Design. Please don't hesitate to get in touch and or shoot me a dm on here…
In my personal opinion I recommend that you learn the following things. While it may not be evident to others at first glance it is still those details that matter in the end. * Keep good naming conventions on every object in the scene, especially joints/bones for game engines. It doesn't matter which, just keep one…
3dsmax isn't a big fan of multi branching bone trees or re-linking bones after they've been animated. Mix the two and you're pretty much guaranteed a distaster. BUT dummies are pretty good at straining out those weird bone linking issues. In general any time you have a multi-branching tree you want to link the chains to…
Hey @Bao92 For the animation category you can use any rig as long as you acquired it legally and it isn't ripped from another game so the animator could definitely enter using a model / rig you created for them, they will only be judged on the animation quality, not the model. If you wanted to enter that same model into…
So the thing is that I'm revisiting an assignment from first year of game dev school. I want my exam (haven't had any use for it until now :P) The assignment is to animate a character in an environment that is modular and it needs be shown in a game engine. I eventually managed to get it into UDK with "good" results and…