It’s weird that such a basic (and mandatory) constraint is missing from the "top-tier" animation software.But before someone points to that thing labelled "Parent" under the Constrain menu, or shares links to the help docs. let’s define what parenting actually means. A parent is a hierarchical relationship: one object is…
Update# I have been working on the details of the face and body; here is the progress. For the face, I have used different references to understand his prominent facial features and try to achieve likeness from there. I have also optimized the topology of the clothing for SubD in ZBrush, added thickness, and enhanced the…
Thank you, @fabi_g! I still have a lot to learn, but I really appreciate your help and the insights you shared. I’ll do my best to apply what you and others have suggested. Thanks again!
Looking for digital artists and concept artists to participate in a team project. We currently have 10 people working together to create both a playable demo and cinematic trailer for what will hopefully be a major production with PlayStation. We also have plans to launch a Kickstarter campaign for initial funding. We…
Here is the model on sketchfab https://skfb.ly/pyENq I’d like some feedback on the topology of my human base mesh, especially from experienced riggers. It’s meant for subdivision sculpting and intentionally so low poly.
Well then since it's only for a portfolio and not for a specific game, I would do away with tech constraints entirely and suggest just focusing on making it look as good as possible. That's the biggest hurdle, by far, for any artist to get work in game development. The tech can be taught fairly easily, the aesthetics are…
Hello again and thank you for checking out this forum. For this one, I'll be looking for 3D Artists and animators for another project that I've been involved with as we seriously need more people for it. This is Radiant Force. It is a superhero audio drama series about four women who, upon discovering four ancient gems,…
I guess Substrate is the solution for having metal partially blended with non-metalic surfaces like dirt and paint without the problems the metalness workflow had with such blended materials? But what workflow and export settings would you use for Substance painter > UE5 substrate to get the correct effect?
We're developing a short animated film and building it through community collaboration. The story follows Arthur, a determined pilot racing his rickety spacecraft through deep space in a high-speed attempt to become the fastest man alive. The film runs just under 2 minutes. Characters are fully rigged and textured, and…
This is a character I've been working on for the past few months, and a first try at a real-time character. Character: 83K tris - six 4K UV sets Weapon: 23K tris - one 4K UV set Sculpted in Zbrush, clothes in Marvelous Designer, retopo done in Blender, textured in Substance Painter, render & lookdev done in Marmoset…