This is my progress so far on the Smith & Wesson model 500. My intention is to model this as a weapon for a next-gen FPS. I intend to model a high-poly version to bake the normals from. Also, I am modeling all the parts of the gun discretely so that I can animate reload cycles and firing cycles later. Any and all Comments…
I need some suggestions on what to do for hard-surface animation in marmoset. Specifically in this case a reload animation for a rifle. I'm using 3ds Max so I know I normally will have to export to maya and then to marm, but it seems that marm only supports bones? I've done some searching and cant find much of anything at…
I'm looking for an animator, with experience animating for games. Specifically, FPS games. The job is quite simple: i have some arms setup (model + rig) and a few weapon models. You would be responsible for "attaching" the weapons to the arms setup and animating basic sequences for each weapon. The sequences are the usual:…
http://www.1944d-day.com Is looking for highly talented animators to create specific motion sequences for 1944. 1. Experience with Max or Maya 2. Experience with Endoprhin is beneficial 3. Capable of adjusting and weighing the rig provided Please send a links to your existing animations or reel (do not send your reels).…
Yep. If you don't match those settings things can start to look way off... GCFScape and Source 2 Resource Viewer are your friends for finding material settings. You can extract materials with GCFScape and examine them in VRF. https://valvedev.info/tools/gcfscape/ https://vrf.steamdb.info/ To avoid reloading the cubemap 6…
In rig file I used Move Skin Joint tool to change position of a joint. In animation file that references the rig file, I reloaded rig file and all changes except the Moved Skin Joint have been updated. Anything I can do to refresh this change? Do I need to make the same joint adjustment in each animation file, or perhaps…
Uniform "cloudy" roughness is a great starting point, but there hasn't be any consideration to wear and use. Where parts move, there would likely be some directionality to the roughness. Where exhaust exits, there would be more roughness and soot build up. Where people would touch would have build up for skin oils and be…
I've used Quixel and I'm not really sure it's designed too much as a painting tool, more a texture generation tool after the fact. The Allegorithmic stuff in comparison looks much more NLE focussed, so working start to finish in one place. Doing that in Quixel is more of a faff as you'd be re-painting your ID map and…
I don't know if you're using glass maps but I highly recommend it. The brass casings for those bullets should be waaaay darker, the specular should be about the color you have, and the gloss should be almost completely white. Then the bullet is always a darker color; usually copper plated. Should be a very different…
agreed. Having a EU passport is probably one of the better passports of have in our industry. There's still plenty of studios in the EU. Maybe they don't all have names as glorious as "Blizzard", but that doesn't mean they don't employ kickass talent to learn from. As newbie you can learn something new and get experience…