So my last model i had so many headaches that i wanted to scrap it but kept going. Basically, i created a all quad basic mesh, sculpted that up.. used the zbrush retopo tool which i found to be really clumsy and ended up with pretty bad topology as things tried to connect through the model instead of snapping to it. So i…
I've been working on some stylized wood materials, and I'm starting to feel the limitation of my skills in Substance Designer. This is where I'm at right now; But this is the level of quality I'm currently aiming at; I'm not satisfied at all with my work right now. I've been struggling fruitlessly to get the material to…
Very quick note (since DavidCruz caught most everything else haha) but his skin is waaay light, compared to ingame ekko and also compared to the concept. Might be worth studying how light reflects and diffuses on darker skin tones so he doesnt appear so washed out, but also heres some notes because while the skin stood out…
Hi all, Not sure if this is the right spot for this sort of discussion, but I’ve been curious about the use of AI for indie devs especially given recent articles about key games winning or being disqualified for using generative AI. What are your guys thought on AI usage especially for indie devs in a small budget and…
Looks spot on! Really like it. Especially the antler shape. Disappointed he lacks a red nose, but, oh well. Only thing I'd change were I an art director would be the fur cape, which looks a bit flat and matte! I'd love to see a bit broad fresnel/fuzz shading on it, to make it feel a bit fuzzier, without drawing the eye too…
Doing it non-destructively and procedurally is the way to go. This took me less than 10 mins. You should spend as much time as you need to really finesse the forms. I'm using 3dsMax's modifier stack so this makes the process very simple. Maya's deformers are similar. This result would be your high-poly that you would rip…
I finally have to skin some character for a Doujin team -_-... They want to work with Maya... Then I developed my skin tools on Maya!... Basically for a low poly model I don't need the paint tool... I lost my time and I already know each weight value for each vertex. Then it's more quick for me to do that manually!…
Hi everyone, Recently I've figured out a way to animate things like wrinkles and muscles on a Low-Res mesh during the animation of the SkeletalMesh. As i've never seen any tutorial on this particular subject I tought it'd be cool to share it and hopefully bring it to the next level with you all. I already test it last…
I need some help getting this animation file into UDK [ame] https://www.youtube.com/watch?v=dFQfvZtgTa8[/ame] I read on this forum that you can use a spring controller to get a bouncing effect. So here is what I tried and then I got stuck: 1. I uploaded an unrigged model to Mixamo's autorigger 2. I downloaded it then added…