it's not pretty or elegant but it works :) start with the theory, basically find the intersection of the ray from the center of the eye ball to the target helper on the plane where the pupil resides. so the rig helper "ball" (the virtual center of the eye) it's parent is the main head mesh, has a lookat constraint (lookat…
Umm. You are posting in the heart of this bubble. :) You’re certainly free to express your opinion. But as said, here you’ll interact with and possibly learn from industry veterans, many of whom have worked on these exact games. https://polycount.com/discussion/224052/cyberpunk-2077-konpeki-plaza…
Hey there everybody :) I'm a long time lurker here and an avid Blender user. Over the last week or two I've been assembling a few simple personal workflow tools as an Addon, thinking it may be useful to more people than just myself. I'll list the features below, but to cut to the chase it can either be found (free)…
The more you ground your stylization in reality, the less problematic a lot of the design will be. Just to take one element as an example, the shoulder: https://m.media-amazon.com/images/I/61wj3JqLo7L._AC_SL1500_.jpg To make something stylized, you should thoroughly understand how the real thing is constructed, then you…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…
Hi, I'm haven't done much rigging for games... I've got a quick question regarding joints that are not under the root hierarchy of a game rig. I've seen an example of doing wrist and ankle joints in relation to a 3 chain ik/fk switch setup, as free floating, where they are point constrained to the last child of the skin…
That really depends on how you are modelling your high poly. If you are using turbo smooth then adding the correct constraining edges should work fine. If not then you should probably chamfer them. If you are turbosmoothing though you might have some issues getting the curve to look right because it is so close to the…
I dunno yian I have absolutely no faith in that tessellation thing. It looks impressive on videos like that but once you put it in the perspective of real production constraints it just doesn't work. Maybe for terrain, but that's it. I could maaaaybe see it working for edge weighting, but even this would be extremely…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
Not unlike ICBM contrails decorating the ether pockmarked with inbound MRVs - oh happy days... https://www.youtube.com/watch?v=dhqoTku-HAA + btw our ignoramus bunch of polies are a bit late pulling the trigger too... (while most of them don't even know how to use email OMG!) $7 billion infrastructure deal to boost AI in…