Hello, this will be the narrative of Crow, a ruthless captain who was deceived by his crew in order to access the riches that he possessed, in his last breath the anger escaped in a scream, swearing to catch one by one whom they murdered him, not knowing that his awakening would take hundreds of years. Turbid waters were…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
It depends on the tools used. Invest in mocap, invest in the tools and animation talent to get it looking good. I agree with Gav and Pior, its a start not an end but there could be several things holding them back. - Not enough bones for every piece of armor? - They lack the technical know-how to rig up the secondary…
Ugh university finals this week kept me from posting the last few days, so I apologize for not swinging by and giving critiques. Tomorrow will post everything i've got done, but now, more critiques! @Pyrzern: Love how you handled the shirt so far. Feels fitted like in the concept. @dimfist: Not sure why but I like look at…
Hello polycount community, curious if someone of you has the technical background knowledge to answer this. I'm currently working on a rather big personal project of a futuristic sniper rifle with a lot of moving parts. Workflow is that I will render both the highpoly in some raytracer, probably Redshift, and create a pbr…
Looking for skilled 3d people who use 3dsMax v7.x+ and/or Photoshop for use in building models from concepts. These will then be rigged, textured and animated (by yourself if desired) and imported into the game, Dawn of War. Models usually range from standard units (3000-3500 polys) to unique ones (5-7k+ polys). Bipeds…
Thank you for taking time out of your day to review my portfolio. I am open to doing TV and advertising as I've heard that those are more stable than doing AAA game studios or movies. At this point I would really want something where I'm not having to hop around from studio to studio every 1 to 2 years. When you said…
Cheers for sharing and well done, really a benchmark for people like me who find complex HS game art soooo grindingly head desking HARD! Edit: Icing on the cake imo is that you've crammed everything onto one texture sheet which is what I'm currently aiming to emulate....hopefully on some of the stuff I've left unfinished.
[ QUOTE ] again not something that needs to be "implemented" in code.. we do this, its part of the rig, no programmers required. [/ QUOTE ] Please correct me if I'm wrong, but you're engine still has to read that rig right? As far as I understand typically eye controls are done using look at constraints with some sort of…
In maya 2018 and later you can do this by ctrl+middle mouse drag with the move tool and component selection activated. m4dcow got it, but an important detail to note is that you have to be in object mode, not face/component mode.