Yep, now it's my turn to ask about a few things Zbrush/3dsmax related... I'm currently working on an animated character for university, it doesn't have to be anything spectacular, but I figured I'd do a displacement map in Zbrush for the mesh so I can rig/animate the lowpoly (source mesh) and just use the displacement map…
its not clear to me what the problem is from the pictures, however if this is a game model i'd question the use of corrective blendshapes in the first place because I don't think you will easily be able to transfer it to your game engine. But more importantly, for bending of the elbow you should be able to accomplish it…
Hello Polycount! I haven't really done any serious 3d work since around 2007-2008, and when I finished school I didn't have a great portfolio so I wound up spending a lot of time treading water in tech support jobs that didn't especially interest me. I've been doing a lot of commissioned 2d illustration in the last few…
Hey man ! i have short time so ill be brief : * The folio feels a tad "empty" and you seem to focus on props when you say you also specialize in rigging and lighting in your artstation, at the moment you dont showcase any of that so i would refrain from publicizing stuff that you dont show work on. * There is a lack of…
Pig Latin "Away eryvay eepday dnaway foundproay otequay" Waking up behind a garbage bin one day Oinkster realizes that he has gotten himself into trouble and now he has a helmet with a brain and robotic arms permanently attached to his head. Due to Oinkster's dyslexia, he names his helmet 'Brian'. On the way to his…
I've been trying to figure out a workflow for myself creating hair cards in Blender. I tried a bunch of add-ons but I'm too smooth brain to get them to work for me so through a lot of struggle and perseverance I finally managed to make something that I enjoy and helped. oh I didn't expect the images to be so big, I'm not…
Search for "Building Skeletons" in the Maya help. There is a diagram of what a character skeleton should look like. It sounds like you have a lot to learn at the moment. Making a good rig that's easy to animate with is a lot more than building the skeleton. There are some rig generation scripts around that will help you…
Yea I agree any custom rigging I do is always along XYZ, then once it's all rigged up and is a functional skeleton it gets deformed to the bind pose. Just like the mocap pose doesn't need to be the same as the bind, the bind doesn't need to be the same as the rig default. Hands and fingers are probably the most note…
Thanks ModBlue and Dusty for the compliments. for Spyro I worked on it while I was in an outsourcing position, so I had to take all of the screenshots and gifs from the game itself. All of those characters were posed and animated by someone else. In my own experience a little bit of rigging knowledge could take you a long…