This room is looking pretty nice even as proxies, it's feeling very full which is good. Hard to tell from the angles but those vehicles might be a bit small, when compared with the crates. Drop in a skeletal mesh character to check? Keep going, wall and floor textures will do a lot here to establish direction.
Yeah, I suck at perspective. Don't think the neck is too long so much as the facial features aren't compressed enough. Today I was just doing some skeletal anatomy study and them FWOOSH it burst into flame. 's what I get for being lazy and incoherent.
Hi all! I'm doing Sculptober this year. I'm going to post my works in here but feel free to add yours too! I don't think there's a dedicated Sculptober thread so you're welcome to share this one! For Day 1 here is Skeletal: For Day 2 here is Angular: Stay tuned for day 3 Deep Sea and feel free to post your works here too!…
Handpainting, love it. I suck at it and I want to get way way better at it so I humbly throw myself and my pieces to the polycount wolves. Biggest WIP-areas are the skeletal pieces but yeah, overall I'd guess it's contrast and saturation i need to work at amirite? :/ http://dl.dropbox.com/u/469564/handpaintedsword_05.jpg…
Digital Tutors and Gnoman are great places for awesome tutorials. Also check out youtube. Find so many pictures of skeletal formation and musculature that is fills your computer. To check out workflows, creep around Artist threads. Some of them share protips and tricks. As for advise...quit wasting time and start now.
Quickly threw something together. It's just a static mesh overlayed on the eyes to see if it would work. I think with some tweaking it would but it's too late to export the skeletal from max again with new IDs. Also, I'd have to do all the manual alpha sorting again for the hair.
I got a 4000 poly model into UT no problem. I also got a 11,000 poly model in as well, but after awhile of playing with it (with bots with it at least) UT hangs! It's best to use skeletal animation (*.PSK and *.PSA) for higher poly meshes as .3d tends to be very swimmy in frame animation.
well if you are using a static mesh then i dont think u can apply an animation to it. you'll need a skeletalmesh. in which case you can go to the skeletal mesh viewer (or animset viewer), and grab the mesh and change the Rot Origin. also if you plan for this character to be in the game u need to move the Z origin to -52
Face is pretty good. You seem to be understand some basics of the muscle groups and proportion, but you need to work from reference to move forward. Angular offsets, skeletal insertions, etc. There's probably some orthos linked in the pokycount wiki to cut your teeth on. There's also https://www.anatomy4sculptors.com/…
BVH is a mocap format. Biped is a skeletal rig system. Bones can be used as an alternative to Biped (or with Biped as secondary bones). Skin and Physique are vertex-weight modifiers. Skin is preferrable by most (all!) animators. Mainly for the better UI, more 3rd-party tools, and faster performance. Physique is legacy…