I have added in more filler assets to help tell more of a story. I now wish to work on the lighting and adding in some additional pieces to help wrap up the environment
Select the polygons on the face that you want to apply blendshapes to, selecting a bit extra outside this area that you won't be editing. Polygons Menu - Edit Mesh > Duplicate Face □ > Settings: Seperate duplicated faces (checked), Offset: 0 Do not move the duplicated faces. Deselect them, then select your full character,…
Found this interesting contest late (in August! :s ), but I’m jumping in for both vehicle and concept roles. The vehicle’s already in modeling, and I’ll push hard to wrap the concept—can’t promise it’ll be done by the deadline, but I’ll give it everything I’ve got. In terms of concept, my entry will present a character and…
Hey everyone! I just wrapped up my very first hero asset, following the entire game art pipeline. I had SO much fun with this project, and it really solidified for me that I am doing what I am meant to be doing. I pushed myself by finding a bit of a complicated reference to go off of, but I am very happy and very proud of…
Hi! @fairlyBread nice progress on the texturing :+1: Imo totally fine to continue working on it after the deadline, hope you get around to finish it. It was a pleasure working on the challenge alongside you, until next time :) That bake issue is curious :-B Could try if triangulating that area fixes anything (if you…
As this is the last Thursday of the year, here is this week's update as well as the annual summary of 2025 for Project Nova. For this week I continued work on the male swamp abyssal. Project Nova Annual Summary, 3rd year of Development Jan- Feb: Changed the infested race to a more bestial infested race code named 'Blood…
Well, the reason why you are not credited is because whoever negociated the contract with the client on your behalf didn't put that clause in for whatever reason. And in turn you accepted these terms. It's pretty much as simple as that ... There is no law of the universe about these things. If you want to be sure to be…
speed just comes from experience. Only recently did I wrap my fat head around the substance designer naming system to automatically output textures that unreal engine would recognize, without me having to manually name each and every map. What in particular about texturing & sculpting do you find most time consuming?
[ QUOTE ] Max + polycruncher + polyboost + TiM scripts shrink wrap and conform wrap haha, convoluted? [/ QUOTE ] whats that TiM scripts shrink wrap and conform wrap you speak about?