NoSeRider has just added the perfect example of what will scare "newbies" away. That is, harsh criticism without any form of qualification or explanation. If someone posts a new Q3 model, with custom animations, you're gonna look like an asshole (and make the artist feel like a loser) if you run wildly into the thread and…
Hi all, I am a 3D artist in the UK and was hoping to share my work. I have previously worked with several game developers like Manchester-based Clever Beans on titles such as 'Gods Will Fall', and the fantasy game 'Cloudborn', from the team at Antler Interactive. I have experience with several studios including Sony,…
A few projects ago, I played around with ZBrush's matcaps and materials to try to create some realistic bone and teeth materials (I mainly use CT Scan data to create my sculpts of skulls and skeletons). The first time I used them, they worked well and without issue; but now, they are almost unusable. I van put the matcap…
Full Time – Tampere, Finland - Hybrid work Makea Games is looking to appoint a highly talented animator to join our journey to revolutionize the UGC-space of console/PC gaming. As a 3D animator, you’ll be working closely with the art and code teams at Makea Games to provide realistic humanoid character animations for our…
I just tried the demo for a few hours. I used the manual, but didn't watch any videos. I've been animating in 3D for 20 years now, and workflows have remained largely unchanged. So I'm always on the lookout for the "Zbrush of Animation". There are all the cons I bumped into while trying it out: I've got 3 4K monitors, but…
A bone in a 3d package is not a bone that you get in a skeleton. A bone in a 3d package is simply a deformation helper that mimics bones, and muscles and sinews. Now, those low poly meshes are REALLY low poly. Keeping it low poly like that requires that the bones are placed with the pivot points much closer to the surface…
First steps of the harpy taken care of. A basic model with focus mostly just on silhouette, and a rig. Animations over the next few days, and I probably wont bother with textures and refining the model until after the level art is completed. It seems much easier to make decisions about the design of characters after having…
Hi there M3 ! I totally understand that it can be a bit frustrating to have a user rant about installation instructions when the tool itself is so powerful, but yeah my point really was to drive home the fact that things can go wrong pretty quickly for the end user (meaning that it can get frustrating for both the paid…
Hi all. I've been following a fairly old Maya facial rigging course from digitaltutors (Rigging the human face in Maya 2011), using my own mesh rather than the project files. I only have a very basic understanding of the rigging process, and a lot of it still baffles me, but everything was going well until the final…
Hi! Thank you for the feedback! I have implemented some of what you said but have not changed the waist as it does not match the references I have personally built. The body type is of an Olympic swimmer so I have mainly tried to follow along these. Under the mesh, I have a skeleton that I am using also to help the shape…