Hey, so I have a question. When it comes to showing off your animation(cycles) in a reel, what is the best format? I've seen many that do a turntable, or some just do multiple orthographic views while others just do a single 3/4 view. Does anyone know if there's a standard?
Hey polycount, I've started work on my first little scene, based on a digital painting by Matt Dixon. I'd like to get into doing more environment art and what not, so tell me what you think. Any comment and critique welcome. The Concept (view on Artstation) Where I'm At (view on Artstation)
Do any of you know how to make the preview window bigger? Seems no matter what resolution I render it at, the panoramic view finder window is tiny afterward; and seems roughly the same size each time. Is this viewing space set by the user? -Andrew http://www.andrewchason.com/Files/Omnieon/Pano_002.mov
ok here's the update The jacket is just me sketching and messing around with ideas. I'll basically completely re-do it. Right now I feel like she looks good front view but there is definitely something going on not quite right yet on the 3/4 view on the left.
@kwagner, it's very simple, really. First I created the camera with image plane, then aligned it's perspective and fov with the image plane. Now I have two vieports. I model in the left perspective view and check the alignment in the right aligned view. Here's timelapse: https://vimeo.com/278884904
A few suggestions; - 3/4 views - Game-size images - Smoothing the normals on the models - Have the information on the side - Upload as a .psd and have layers with/without weapons/armour - Add more space around the model, there's barely any room to add stuff - Portait view of each hero
Thank you so much guys. duxun>I am posting more views so that you can check the pose from more angles. Thanks for the input :) Raider> Maybe you're right, I have to check the definition of the rib cage :D Here are more views:
Hah! so you're a Treant maniac huh xD Pretty cool idea though, i really like to see more perspective/quarter view of your concepts, or maybe just back, cause it is really kinda hard to imagine his silhouette with just a front view like this :)
this is interesting, but may not look like much upon first viewing. a 2d character in 3d game. this is a test with the camera following the 2d character. not side scrolling. or overhead or 3/4 view. but will be behind the back 3d action with a 2d character 2d 2 https://youtu.be/TDmoK-R3ABc
While still trying to figure out how to fix this, I noticed when I click on the UV View tab I can see the entire diffuse map without it being cut off. Still not sure why it's cutting it off in 3D view and when I render it.