Now included with this pack, is another full pack. The complete city pack! You'll get this entire pack alongside the Low Poly Car Pack + Modular Race Track Kit. This new pack will allow you to fully populate massive cities. These assets are meant to be versatile for both webplayer and mobile projects. They could be used…
Just wrapped up the Scapulo Humeral Rhythm study, I need to invest more time into understanding rotation and interaction between the Scapula, Humerus, and Clavicle. Here are the key points I've picked up during the workshop.. * Scapula rotation is determined by the humerus adduction. Once the humerus hits 30+ degrees…
GUYS. Have you heard about a school in Montreal called SYN STUDIO? I was thinking about creating a thread about it but let me try first here and see if anyone's got some info on it. So they are an Entertainment Design school that offers both a concept art diploma program and individual classes. They actually compare their…
I'd recommend that if you wanted to work on photo-real next gen art. I'm not in a hiring position but I work at a studio that does stylized, diffuse only art and next gen assets in a portfolio are pretty but I just pass over them (the asset, not the artist), they don't apply to the work we're doing. If there's too much…
I dropped out of high school when I was 17. 1.5 years later I got my first internship and now, just having turned 21, I'm working at a relatively big studio. It CAN be done, you just need to put in the time and effort. It can get very lonely though. There were times when I was too depressed to work, which made me more…
I'd hate to go back and redo the UVs again, since it took a while to get nice, uniform unfolding, and also means recreating all the maps. Also, this thread speaks to the idea of not going too overboard wiht optimizing your UV space. But I hear where you are coming from. let's say I did revise the UVs: I suppose the…
I recommend polycount member Hai Phan's cgcircuit series. It's like game character modelling 101. He has trailers and lesson previews on his youtube channel. [ame=" https://www.youtube.com/watch?v=vbCl66NFTSs"]3D Character Art for Games - Vol. 1 - 720P - YouTube[/ame] Vol. 1: Introduction & High Res Modeling Theory - ~1.5…
Select multiple objects and move the uvs around so you fit as many pieces as makes sense onto that one uv sheet. You can either group things by material type or whatever fits best for you. Then just have the same material on all the objects textured on that sheet. (and if you have really different shaders, just have them…
A skinned vertex MUST always have a total weight of 1. You have to balance the weight between bones so the total weight is always 1. That's why you usually don't disable normalize unless you really know what you're doing. Usually you set rough values manually or with enveloppes, then fine tune with blend/paint. You don't…
Thank you! Abvrpt, those sure are some sweet resources! I was trying hard to avoid the too-smooth look that the smooth tool easily achieves, so I made an effort to get some sharp edges. It does look kinda low-poly. I did put way too little time into the neck/chest area. I'm glad most of the neck is hidden by the hair,…