Thanks, I will try and make it less Greek/Roman if I can. The collar was taken from Chinese style dresses, so I think it will probably be fine , right? In a lot of the Chinese Armour I looked at they had lots of layers of cloth/leather/metal so I tried to use that idea by making lots of horizontal lines in the Armour. (The…
As Graham pointed out, this is usually what you do with Animation Layers and a lot of people use Motion Builder for this. Although you could do the same in any other package but MoBu has a great system for layering animations and also blending two separate Mocap sequences with the Story Tool (in my previous job, this saved…
volvo's base texture and mask? Not sure I follow. Edit: If you meant valve, I'll go back and look at his base texture. I'm working heavily in quixel because I want to be able to take some of the basic texture definitions I use and make them into smart materials for later use on other pieces of equipment. For the green glow…
"the upper one is not perfectly straight having some points off" Yeah that's precisely why I think this barebones approach is interesting IMHO, as while the first pass involves straightening things on Z after placing the meshing, a later second pass is is always possible. Points can be added as needed and they can be…
Hi I need some advice from fellow character artists. One aspect I've not had enough practise with and that I'm struggling with is the mid-frequency/secondary forms. For the most part, I understand what they are. The issue I'm having is a breakup layer/pass. I'm not sure if other artists incorporate it as well...? I'm…
Yes, variation came to my mind also (you got this far might as well go all the way with it). Can see the pattern on the green elements and it was a little meh to me, but otherwise i can understand how complicated these graphs can get. Makes me appreciate alternative sides of the production pipeline. Otherwise this is kind…
so with the slow progress of my mod that I've mentioned here every once in a while, I'm finally finding time to do more to it (actually i'll have a skinned model coming up soon, omg!). Now I just need to find an engine to mod ...If you haven't heard me mention it or forgot, no worries, hopefully I'll get it going here soon…
just because it'll get you later on. games generally don't use transparent materials for leaves - instead we use alpha-clip / alpha-test. These are significantly less costly to render and sort on the GPU - the downside is that you can't have graduated transparency. it's probably a good idea to get used to using them since…
Watch the world collapse in upon its self as I agree with you 100%. I will always favor functional over "just make it cool." Functional IS cool to me...even if it's ridiculous or not very plausible, as long as the attempt for functionality is there it makes me happier. I think it's very important to distinguish…