Yeah the childlike cuteness is intentional, i've never done any facial animations so i dont know about any of that stuff and i probably wont animate her but a paintover would be cool dude.
Got a Doom3 importer for Maya the other day and did a animation that I've always wanted to do http://flow3d.net/doom.mov Anyone got any ideas of a animation something from doom could do? I'm out of any ideas what so ever
[ QUOTE ] Guranteed to look even scarier than before: [/ QUOTE ] Ehh.. yes a bit But atleast it doesn't look that fat anylonger. I think the biggest problem is that the eyes are too far back, and the ear is too big (or something else is strange about it). I think generally your heads are to flat (in the front back axis).…
nice idea for the sprite there connor. ok it's not for any sort of game but I've been working on 6 scenes over the past few months, heres one of them - final will be animated like the others. Maybe I'll post the animations of this one here.
You can make them bigger without adding geometry to them. You'd only need to add geo if they're going to be animated, and with a 610 poly model you're probably not doing per-finger animation.
Teknik those turtles look so kick ass it's not even funny any more! Any plans on animating them? Some flips and what not, like in that trailer x) (or releasing a sdk so that somebody *caugh* else could give it a go?)
[ QUOTE ] [ QUOTE ] butterflies! pair of split quads so the things actually 'flap their wings' with the help of an animated alpha map. rogue gave me a good crit about having the butterflies flapping individually, but seeing how UT instances things, that'd require creating multiple instances of the same assets in the…
[ QUOTE ] Cheap: Whats with the hardon there? I dont really understant that.... Is it so you dont have to animate it? Just have it errect the whole time..... [/ QUOTE ] Probably becuase I can't animate him flacid. HE will be flacid ingame though.