Good catch! I saw it, but I felt that i still liked the silhouette that the camera angle produced; she's sitting at 9 heads tall, so it still needs to be taken down a head, but I do want to keep her tall looking. After that I wanted to download one of the rig's for the animation contestants and use that to size my model…
Another option to pure SSD would be an SSD caching solution. I've been using one in my main rig and its really halfway between an traditional hdd and an ssd performance wise. The big plus of an ssd cache is that its pretty cheap, easy to install, easy to use and a bit safer (but you're samsung ssd is one of the safest ssds…
Yeah, I'm a big fan of his work! Has a really cool vibe to it. I'll post a low poly wire later today :) Kinda messed up my workflow with the Turbosmooth so I'll probably change that as well. I will recreate the terrain, but not the terrain in that artwork. Recreating convincing snow it quite difficult so I'm going to do…
DT started big on Maya so they probably have like 4k+ tutorials just for it. =\ A good art based tutorial would be the Biker guy that they started creating from the concept art, than sculpting it out as a high poly, than converting it to a low poly, than texturing, than animating. I started XSI and they have really good…
well, your heavy and medic both have a quirky interesting/attractive look. So far I'm really not getting that vibe at all on the spy, and i doubt the texturing process will fix that. I found that you tried the spy from your last concept i posted, and kind of failed at it also. One of the big things i think holding you back…
Not to shabby, off to a decent start. Crits: Hands: Anatomy and deformation should guide you as you layout your loops. The hand is a little lacking both =/ - Fingers radiate and fan out from the wrist they don't jut out of the wrist like the prongs on a pitch fork and they don't line up on the first knuckle like sprinters…
The final complete model (without decals and floaters) Then I simply bake and assign a material I have already made using material ID, it isn't anything fancy, with some post process that use AO, Curve and Grime maps on top to give it more color variations and realistic detail, it a quick way to get a good texture without…
Looking good! I always do that sort of triangulation before sending off to rigging and, honestly, I've never had a rigger make a big deal about triangles as long as there is proper edges to give decent deformation. Specific case examples would be a lot of bunched up fabric at points like the knees and eblows. I do my best…
Hey guys I'd like some advice on new processors please. I'm upgrading and can't decide between a 4 core or 6 core professor. i7-6600k or i7-5820k. The 6600k has 4 faster, newer more efficient individual cores whilst the 5720k has 6 slightly older, slightly less efficient individual cores. My PC will mainly be used for…
Hi, My Name Is Karim Ahmed I am A 3D Character Rigger With 9 Years Experience in Character Rigs With All of Its Types (Humanoid - Cartoon - Machines - Hybrid - Cars -Animals). I can Do Cloth Sim and import it to any software using Alembic Extension, and I can create Cloth For Games or Cinematics Directly inside Unreal…