That was 5 minutes of pure smiles. Great Cause, Great Vid! Reminds me of the Run DMC video remix - It's Like That. Which I proceeded to find on youtube right after watching this.
I cant remember who posted it.. I think Racer mentioned it in one of his videos but it was some huge photo gallery with eotechs, silencers, every rifle almost every smg tons of pistols, bullets, clips
Hello I am qurrently working on a juggernaut healing totem, and right now i'm working with the animation of totem's spawning. I just exported to smd with the animation(from 3d max), but it doesn't show's up in game. Is there a special way of exporting it? Thanks
Finally, I also have something to show ) https://www.artstation.com/artwork/Nxrd8D https://sketchfab.com/3d-models/motoko-kusanagi-ghost-in-the-shell-sac-2045-6250d6641f1548e6a8c26c6e62f92bda
And already 2.67 is well under way, the new Bevel code just got added to the Bevel modifier: http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54713
that and lots of polishing... That's the price of polished character work, whenther it's modeling/sculpting or character animation. In most high end studios, polished animation in average is about 3 sec/week (depending on the shot)..
Obj exorter has been updated first: https://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4753 (This is for split vertex normals, smoothing groups was already in before)
Gah, that lighting is destroying any decent shot at something worth viewing. You need to reset and tackle the lighting differently. Lemme dig up my old lighting post......jus a sec.
1 minute 45 sec is way too long to display only two models. And I'm not a big fan of showreel for still characters, screenshots are way better to evaluate the quality of this kind of work.