I'll answer some of your questions: 1) I don't have a moodboard or reference because I want to model the object first before I even start thinking about how to texture it. 2)Modularity: Since it ain't going to be exported to a game-engine I don't think that this is necessary. If I can't get the basics of how to model an…
Thanks for the feedback guys! I am making this model with the mindset of just rendering out stall images because is for a beignning modo class without the animation part. From screenshot 1 to 4, I've probably remodeled about 3 times to come up with the diff pieces of armor you see in screenshot 4. I still haven't added…
Hey guys, got an update on the model to show off, I finished my first 5 tasks I set out for myself, so here's the new progress. Next Character Task List 1. Add in belt loops around waist for pants and outer coat 2. Add tension points based on those loops 3. Work on lower half of the coat, further defining the shape of the…
I'm stilling having extreme difficulty grasping how to do this. I've seen some tutorials and im still not understanding it. everything i've tried so far is just looking like crap, and im getting frustrated. because so far i cant put a lot of detail in a 64x64 and tile it a lot of times and get it to look non repedtive, or…
Rolling out another environment eh. Only 3 crits so far: 1- Covered wagon looks really small, usually two people can face each other with their knees bent. Wagon tarp looks too small. 2- barrel looks small compared to the guy too. 3- I would make the horse hitching post like this:…
Hi all, Digital Drifters is an independent team working on a UE4 title. We're currently building into a vertical slice of our game - the game demo. We are looking for people with demonstrable skill in creating quality 3D art using "next-gen" techniques. Those techniques have been slightly altered in UE4. Not only can we…
@Ashervisalis Yes, I would like to. I don't know how many different kinds yet, it will depend on how quickly I can make them. I made one tree before for a friend's project using Blender's Sapling add-on and some custom trickery which I forgot about but I'm sure it'll come back to me when I need it. I also fixed the scaling…
What you just showcased is nice, but it merges everything, that is quite a destructive and that is something I wouldn't want to have. What I want is 1. Working on animation 2. Print out a spritesheet to test inside engine with all layers intact so I can still make changes. 3. Press button so its back to its animated state…
You should start by checking the procedure defined in Line 30-74 in your [Maya Install Directory]\scripts\others\artAttrColorPerVertexCallback.mel Really quick investigation got me this commands to set the paint mode to vertex, vertex face and face respectively: artAttrPaintVertexCtx -e -paintComponent 1 `currentCtx`;…