"Ahh, I see. So, a 'rig' is only a rig if it has manipulators/controllers to aid with making an animation? Is it not a 'rig' if animations have been made/keyframed...?" No. A rig is a compltetely separated entity from the skeleton. It's a set of manipulators that help drive the skeleton, using math (like the math involved…
I think it looks great! Some things I noticed, and keep in mind that I'm not super-familiar with your references, so some of that might be due to those. The front of the lower legs is very hard to read, the shapes get lost there a bit. The leather cloth feels like it was meshshmoothed. The borders are very clean and have…
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
Hey guys, I'm currently looking for a talented young, big breasted lady to spare me some time for one on one fun over the webcam and possibly make me cake. But aside from that, I'm also looking for somebody who can really do justice to our weapon concepts, and hopefully at the same time boost their own portfolio. A win win…
Just as it says I rig and animate in Maya. I have experience making stuff for both unreal and unity, I can also make rigs that can be used for cinematics. Facial rigging, offsets, deformations, etc. I also have a fairly extensive mocap library for many locomotion animations already at my disposal. I can work within most…
Red Storm Entertainment has an exciting opportunity for a talented Technical Animator to join our teams! We are looking for a Technical Animator with a blend of strong technical skills in rigging/programming, as well as a good artistic sense. At RSE TAs are challenged to not only create incredible rigs but to ensure…
Hey, We're a small team of 4 people and we just started working on a new MOBA game. Currently, we're looking for a rigger (in Maya) to skin/rig our character models. All characters will mostly be humanoids/bipeds, with all of them having an upper body control separate from the lower body. Something similar to Fortnite,…
Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
Hi I've just started modelling my first character. i got some problems with workflow and i couldn't find my answer anywhere so.. this character is for games or animations like cinematic trailers by far i've learned by myself the workflow i was thinking is high poly character -> retopoly -> low poly model -> rigging ->…
Hello Polycounters! Ok, some of you may not be interested but I thought I'd still share a bit of my work here. To make it short, I just graduated from my 3D animation program. in my final course, I had to produce a student short. It's not over the top stuff but I think it's a good start in the long and harsh journey to one…