Last week i took a bit of time to find a new challenge for myself, I know this has been running for a month now but i'm going to give it my best shot. Seeing as i spend alot of time doing artwork i thought i'd get my partner involved with this one. i've asked her to write the bio to add a little twist to this challenge. I…
Last week i took a bit of time to find a new challenge for myself, I know this has been running for a month now but i'm going to give it my best shot. Seeing as i spend alot of time doing artwork i thought i'd get my partner involved with this one. i've asked her to write the bio to add a little twist to this challenge. I…
I never followed Apple Arcade, that Survival Z looks great! I'm old, so I was aiming for something more in line with Zombies ate my Neighbors, I'm a Mega Drive / Genesis kid =)
Anatomy looks pretty good for the most part. The character is not a fat man. He is a stylized body builder with short legs and a distended abdominal region. Shorts never perch halfway up a slope and that looks a bit weird (like they are cut off at the top in an unnatural straight line). Looks like the arm muscles need some…
Hey Plycounters! o/ Im trying to create a kind of master blend material, but on the game viewport, the material looks like it is inside some plastic vacuum bag, also have some glitter effect. Below the image, from the nodes and the material. Does anyone know why this happens? and how to fix it? Thanks all
We are shooting a Half-Life 3 and Warcraft live action CG short film. these are specs for a proof of concept pitch to feature film Producers. We have a junior modeler, senior rigger and junior compositor on board. The script is set and a Director is on board. This is a collaboration atmosphere so input is always welcome.…
Any ideas? I'd like to patch a untextured and un-polypainted hole (with geo) in an object with something similar to what surrounds it. It's not vitally important that it match perfectly. Thanks
You're baking the mesh object with the deformer directly? or are you creating several copies of the deformed object along the curve and using those as blendshape targets? Other ways of approaching it: rig the vines to a series of joints, can be chain or share same parent joint, motion path them to the curves on the arm.…