Hey guys I'd thought i'd make a start to my post about my character animation module. Basically the assignment is split into 3 sections. Practical - 70% OVERALL 1) Make a walk cycle (15%) 2) Run & Jump Cycle/Prone to Standing sequence (15%) 3) 20 Second story Animation (70%) Report - 30% OVERALL We have to completely rig…
Hello, recently I decided to revisit a University project that I wanted to improve as I had a great time making it, but unfortunately also had other modules to contend with so I couldn't accomplish everything I set out to do. The scene is based on the Balin's Tomb scene in The Fellowship of the Ring (before the cave troll…
After studying the model further, and dealing with some mild common-cold.. I decided to make a blockout with proper proportions, from where I can further refine via modelling or sculpting individual parts. Goal is not bolt for bolt design. But rather a practical game asset, where parts can be modularly changed out.
These wiki pages might help you http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/ChannelPacking
I tried developing the Sky island architecture 🤔 Were thinking of making each part of the models separately so that they can be modularly assembled and thus give a lot more variety in architecture while not giving us a lot of work! YAY!
Working on a project that's really helping me think modularly, and I'm taking the time to really get into making a trim sheet and other tileable textures I can be proud of. Here's one that I worked on today!
Hey very cool, this is coming along great. You might get some inspiration from this breakdown: http://wiki.polycount.com/wiki/ModularMountAndBlade Another great breakdown here: https://medium.com/@Shubham445/trim-sheet-detailed-breakdown-bd35c78d16c3