I'm writing a code to make the CGToolkit's art of rigging arm in MEL. It was going just fine. I got my IK/FK switch set up, had the elbows constrained, and the wrist working quite easily. Then I moved on to the right arm, and here's what I got: ($armSideLong = "right" and $armSide = "r_") The right arm is broken at the…
Hello, I'm working on a some clothing models that are supposed to be used with WebGl and we had some issues implementing the models into the engine. We've tried a lot of things but haven't ruled out much of what may be causing this. What we arrived at really is a compromise more than a fix - lowering the intensity of the…
For the uv. There are alot of ways you can optimise it. It is using like 70% but you can push it to 90 if you tetris it right. The stuff on the right lays very loosely and has big gabs. The parts on the top also lay far from the edge and force the pieces in the middle to take up less room. If you take those right pieces…
These women scare me..they make me think of the evil chick in the system shock games. I really dig that! The torso of the one on the right looks too manly. You have that hard cut V shape for the upper body, which is more masculine. I think the left one looks much more feminine, and I like it the most. The legs of the girl…
So this may be a huge wall of text, but bear with me (and yes, some of what I suggest may have already been pointed out to death here in this thread, but I think that just means a consensus has been reached as far as the critiques go). Maybe I will try to add some humor in here every so often, just to spice things up (I…
Hehe, thanks :) A bit too clean though, so I hope I'll figure out how to put some wear on them in texturing. _____ Meanwhile: I have no idea how I'm going to retopo and bake this harness thing and I'm definitely going to regret those loops on pants if I leave them like that... Probably have to rethink the gloves, because…
Please discuss your tools and techniques for creating a basic game asset for console or mobile. Keep it brief and to the point: Hi Everyone. I have a pretty solid workflow of tools and techniques I use daily. But I wonder if other game studios use different approaches? I'm asking for student training reasons. I'll explain…
- first of I think you must realize you can never make it exaclty as the concept and embrace that. - personaly I always pose later, you can always ad a-symmetry as the last step before posing. - again, a 2D concept is never perfect, especially not when its about symmetry and perspective, dont overthink it. usually the best…
Stunning work, meticulously Art Deco. I love it. Some of your lowpoly work seems a bit high on the old vert counts but the high poly work is impeccable. Theres a true authenticity to all the pieces. I think theres still a lot of work left to do in the level itself to simply do justice to the quality of the highpoly and…
While making the Zeus model, I also worked a bit on this lion warrior model that I worked on about a year ago. This time, I tweaked the proportions, added detail, fixed the cape, and added low polygon planes for in-game resolution hair. This model is based off of a concept by Hye-Young Choi. I don't think the artist knows…