Just an update of what I've done I created a rig for posing and animation purposes and yes the tick is at 1200 tris :) [IMG]http://www.polycount.com/forum/<a href="<a href=http://s1060.photobucket.com/albums/t459/philipweygandt88/?action=view¤t=body_33-1.jpg"…
Got a new iteration of references and now I have a face type target beyond "vaguely human". Remade the forms. Abs seem less broken now. Still have doubts about the arms. Now I'm not sure how to proceed further D= The face seems off-target and I can't see why.
Hi! I run a small indie studio working on our first game, and we’re looking to hire an experienced 3D environment artist for a paid consultation. We’re currently stuck on defining an environment art style + production pipeline that’s eye-catching, but feasible for a small team. Our target vibe is similar to Spark Ignites…
Update!macroScript ScaleTocategory:"_Modification"tooltip:"Scale To"buttontext:"Scale To"( local xlength local ylength local zlength local target local ratio try (destroydialog STrollout) catch() rollout STrollout "Scale To" ( local oldPanel = getCommandPanelTaskMode() group "Reference Axis" ( radiobuttons rdo_axis…
to complicated and doesn't update, so you'd have to run the script all the time - the same can be done with smart objects create a file and in there a layer convert that layer to smart objects (thats your target) doubleclick it arrange both images (target and source) paint one half in the source smart object file and save…
Here's a design for an inverse dart-type gun. Instead of shooting darts that inject chemicals, It shoots spikes that drain the target of blood/bodily fluid. It's designed to be relatively small, but very destructive to the target's body. Shape ref/inspiration: First lineup of silhouettes: Projectile concept: Each spike…
Eye candy for breakfast! a great start to my day :+1: If your system can handle working with UE5, then imo shouldn't present that much of an issue whether high res qaudified source or indeed triangulated target mesh?
I jsut tried it and was not too impressed. again transfer uv would have been nice also, but has to be same vertex order I will look more in to that now EDIT hey that works now ie shrinkwrap with taget normal project there was no weirdness at all. I will test it a bit further seeif I can break it:) (this was in version 2.81…
Hello everyone, I'm reaching out to discuss a highly technical topic today. It's about the incredibly realistic animations in the upcoming game ILL. I don’t know how many of you have seen the trailer recently, but the way the creatures look like they have actual fleshy skin and their natural posing really caught my eye.…