It would help to hide the armature, so we could see the model better. It would also help to show a shaded wireframe. Did you create this model, or did you download it from somewhere? I ask because the rig complexity indicates a decent amount of experience, yet you seem to be asking a more beginner-level question. This info…
Hope I'll have time to finish this. Haven't figured out what kind of sword I'm going to make but I'm going to use the hilt from the reference. Also haven't decided on a helmet design yet but it's going to have an eagle on top. Probably going to be a crusader type helmet. Any input is much appreciated :thumbup::)
Doing both helmet and weapon (Two handed axe or sword). I plan to make something battleworn and really play into the Mason theme. Dark steel, red and mean. Quick inspirational thingy (literally 10 minutes during lunch break). Will add and adjust and iterate on it later but just wanted to give you a heads up of my direction.
I did some further research on this but this things do not look good: 1.) If you set your Lopoli smooth before you bake and have NO hard edges set you get some nice smooth corners around your edges. (The Lopoli is set to smooth after the bake as well) http://imageshack.us/content_round.p...moothedlop.png Even though this…
For the texturing part, I was taking inspiration from an 80lv tutorial by Alice Hu, who was designing a stylized hand painted-textured Pokedex, which was similar to the style that I was going for and also created by the same concept artist. I knew I would be using Unreal for the final render because I needed to add the…
Trying something out... I saw some awesome ottoman prince armor/helmet in Vienna and kind of want to do something in the same vein for team Mason.. this is just a quick WIP screenshot
In my experience for character blendshapes the principal or lead character artist will create the benchmark blendshapes and the pipeline along with a tech artist to support on setting up the tools, and the character art team will use the pipeline tools and benchmark assets to create the blendshapes for their individual…
Hoping someone has seen this before. For some reason the GI option in my post process volume is missing, and I need to make changes to the color and value. Any help would be greatly appreciated!