Last couple of days I've tried finding a solution on how to get Maya and Photoshop communicate with each other. The problem is on the Photoshop side of things. Maya has lots of support thanks to Python (many different third-party modules for working with socket connections), and there is always the option to use…
Description: I'm looking for an animator to put together a group of 3-9 animated characters. The characters should be able to: - clap - smile - give a thumbs up - possibly hold up and move a sign that says "good job" or other positive messages Examples: - People clapping for…
basically the reason they would do it (for those wondering) is: 1. they don't want people to know that they outsource. 343 studios (for example) pulled this on a bunch of polycounters after the last Halo game... they wanted to be able to say that the game was all made in-house. 2. they want to make sure the quality of…
Thank you for the feedback guys! The dithering in the backgound in the first image was, as I said before, made in a hurry so it got kind of messy. The background on the other image was more intentional, and I kind of like it. If you have other better ideas on how to get it done you are welcome to give me some examples :)…
Legion, I think you're going to be in this weird rut if you keep modeling the exact way you do in Blender. What I mean by that: As a 3D Artist making a head, you're trying to combine two big ideas: Topology and Form. Topology is simple enough, there's examples in the Polycount wiki. You would just need to see the general…
Im tackling this EXACT issue right now but unfortantely Im working on the max side of things... I have been trying to figure out ways to have it import my mesh without horrible seam screw ups etc and not pre calculating my tangents (Seriously unity wtf man) I dont suppose you can toss up examples of what you did so I can…
Great idea Alec! Although, I don't imagine that putting the turbosmooth over your mesh set to smoothing groups will work with all low poly meshes, especially in the case of splitting smoothing groups along your UV seams, for example with certain hectic hardsurface-type meshes. In that case, would you just add a edit poly…
I see bigger problems to tackle first. You're not using as much of your UV space as you could be. If you have to make this a single texture (I'm not sure why), I'd recommend attempting to fill the entire 0-1 space with your UVs. Make the areas least likely to be seen smaller on your UV map, and use the space savings to…
Talk of torture aside, I seriously doubt that Nintendo's hand was forced in this particular matter. For starters, Nintendo has never kowtowed to the press. If they didn't want to reveal their new system this year, they wouldn't have. If you look at their past hardware reveals, the WiiU reveal is almost boilerplate. This a…
I can see you have a style of your own shining through in your character models. However I think you need more practice with anatomy and sculpting. The clothes on the women for example a lot of the wrinkles don't make much sense. The fur on her collar is also not very believable, due to its material being shiny and the…