I'm setting up this post so I won't be lazy to work on it. Posting progress once in a while. Any C&Cs are welcomed https://www.artstation.com/artwork/oog8J
Greetings one and all! I have another tutorial for you all to watch. the video is a bit long but the techniques are easy, easy, easy! I was not watching the volume levels on my microphone, so I am sorry for the audio levels being rather high. please share this with others! [vv]90507404[/vv]
Hey guys, Frozen Codebase is looking for a contract FX/Shader artist to assist an unannounced PSN/XBLA game for ~ 3 months. This could be great if you're in-between work and just looking for another project under your belt. This would be on-site (at least a good portion of it), and knowledge of Vicious Engine would be a…
there is a way to do that ! u need to change ur Bone Hierarchy a bit ! its really simple ! select ur support Bones then make a new Schematic veiw from Graph Editor(top menu). the schematic panel shows entire of ur bone's Hierarchy. if u have selected ur support Bones then it should be highlighted in Hierarchy. while ur…
This is CheapAlert, so we can just assume he's using Blender. In which case, your best bet is going to be using relative vertex keys, and assign them to react to shifts in the root bone of your rig. I'm pretty confident that this is possible in the latest version of Blender. Of course, your final application for the model…
looks like enormous cost for lumen in this scene. You can toggle lumen by placing a post process volume in the scene, set the extent to be unbound, and then set the reflection and global illumination to none, rather than lumen. I dont have this project, but I am using lumen in my own projects and not seeing cost like that…
Well, the heads are done and gone, so I figured I would post the final products: They are both sculpted from the same base-mesh, poly-painted in ZBrush 3.1. Honestly, I never had the chance to make the changes to the evil head that were suggested to me. I am grateful and wanted to make the changes, but I've had very little…
I figured I got enough done to start a thread. Started with just the roman aqueduct as architectural practice and I decided to put it in a scene. None of the buildings are final the I'm working on the layout for the market place in the "square".
When I export my rig from Maya into Unity the skinned mesh isn't visible and the blendshapes are, even though I've selected the skinned mesh and none of the blendshape mesh when I export. I've tried to delete non-deformer history, but it seems to delete all history as the skinning disappears and another skinned mesh turns…
bounchfx: thanks bro ! Killaball: thanks man, i'll have scene done by Nov 7th (i hope) Here is a small update, just a reminder that none of the props so far have spec maps.