Hi everyone, Recently I made this geometry node based pose references generator. It generate humanoid pose references, using maths and procedural system. It doesn't generate any rig . It can be used to quickly get some references poses for your 3d character , either to show case in final render or to test rigs flexibility…
Voxol Indeed , I would love to see such soft in general. the one that could be an easy discussion platform for several LLMs you could subscribe for . it's an idea i got here in another thread but found sort of tiresome to copy /paste what one LLM "think" vs another . And a discussion platform might be fun whatever subject…
I played for the first time Alan Wake last year and liked it very much. I decided to create fan art of my favorite character from this game - Barry Wheeler, the best friend of the main character. My plan is huge! I want to create a full character, with a gun, revolver, and environment. I am going to render all that in…
AI isn't why people aren't getting together and making hobby projects online, neither is unreal. The fact you can easily self publish and there's a chance you can make some money is why. Anyone driven enough to build something for fun a decade ago is driven enough to build something shove it on steam and get paid. As soon…
We are no longer accepting applications for this job. Thanks for the overwhelming interest in joining our team! ________________ We’re an experienced team who are having a lot of fun working on a fully-funded indie game. One of the big perks of the job is that we’re trying to create the game with no crunch time on a team…
Welcome to Polycount. This looks like a fun project! First thing is I would recommend posting JPG instead of PNG. I’m looking at this post on my phone, and those images take foreeeeeeever to load. Do you have some references of what you’re aiming towards? It would be great to share a few key images you like.
Just finished a modular real-time library environment in Unreal Engine - a reusable modular kit (blockout + modeling in Maya), Substance Painter texturing, hero-prop dressing, Unreal assembly, and a motivated lighting pass (warm afternoon sun through tall windows). The focus was the two things that make or break a…