Hey guys. I entered the Comicon Challenge and I could have just posted this in waywo but it looks like I could use some help with this :) so I wanted to start a new thread for it. I have being messing with this female body for couple of days now and I know it does not look like I worked on it for so long :) Just trying to…
Hi guys, I'm going with a classic fantasy/fairytail theme for this challenge. Bascially its about a troll that acts a bit like a magpie (mainly collecting shiny/pretty things from humans). One day he nicks the ultimate bling: the princess crown! This will ultimately lead to his downfall because the king isn't to happy…
WooHOO. I still have some critique to apply to this sucka, but this is my amphibious mount for the Blizzard Art Contest! I'm very excited to finalize the mesh, the presentation, and application so that I can finally step back and move on to the next project :) C&C is always welcome. I'm currently planning on making the…
Finished uni a few weeks back, now after a sufficient break (and a lot of job applications) it's about time I get back on the horse. I recently got a few awesome art books, and saw this in the Last of Us artbook and just thought I had to make it! So after a couple hours or so messing around, got this amount of basic props.…
Been comtemplating whether to start a sketchbook for a while now, and I've decided that it will do me no harm to start one and will push me to better myself. I'm quite keen on getting C&C to improve so I don't mind the harsh comments. First up here's a modular building I'm tackling, still progress to be made and I'm slowly…
so my friend finished rigging my character, but its not all under one root joint. The shoulder are separate, and the rig use parent constraints. Is there a way to import this rig as an animation to unreal engine? :c Can i bake the animation and just export it as an fbx to unreal? (i mean technically still using the same…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
i am not quite sure what you are struggling with. if i remember the feature correctly. it only works with quad shapes, the opposing sides have to have the same amount of verts. if you go around you quad clockwise with sides A,B,C,D you need to do something like this A: 5 verts B: 3 verts C: 5 verts D: 3 verts then it can…
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Occasionally, while trying to deal with subD smoothing errors, I'll find that the cause is the presence of an infinitely thin quad or n-gon sitting in between verts that lie on top of one another in space, making it look like there's no intervening poly at all. Here's an example. I pulled apart the edges of this really…