Imagine a place where spells and technology combine to create a mature fantasy world. Imagine an office, where tempting sorceresses and brave knights combine their effort to make real magic happen. Sounds great? Well, thats our workplace at CD Projekt RED. Were looking for people, who will work on a great fantasy RPG, so…
I have a chainsaw model that got the body with the handle and blade. The blade got it's own duplicated series of blades that go around the chain using motion path, snapshot, IK spline handle offset. I got the chain blade working but I need a body joint rig to allow it to work inside of Unreal Engine 4 both 3rd person and…
I have been modeling for the last decade, but it's always been menial models, no high-res work. I've only ever dabbled with Zbrush and Mudbox, never diving into it deeply. Myself and my friends have done moderate work in Unreal Engine 4 and I enjoy the workflow, but I am wanting to up my quality and begin making normal…
I'm a bit curious about methods of rigging things like long coats, and other things that kinda 'hug' a character. Do you attach it to the legs? Give it its own bones? Some combination of both? And on that subject, there's that cloth physics stuff. Is that done in the modeling software, or in a game's engine?
I'm in the process of outsourcing the creation of a 3d character with multiple lods (1 for mobile, 1 for pc / consoles) and I'm wondering if the same rig and animations can be applied to both of these LODs of the character. Is there anything I need to watch out for?
For freshers, which program its easy to learn for 3D Character Modelling, Rigging & Animations, which program helps to join an gaming & animation industry
Whats the best way to rig pauldrons, and in my case in particular, theres an extra layer on top of the pauldrons. Should I make an extra bone for for the pauldrons? What should I parent it too? This is for real time Ue4 if that changes anything.