I'm in the process of trying to take my own original character from Softimage/XSI 6 and make it ready for full facial animation and lip synch in the Source SDK Face Poser. I've been using the tutorials "Character Setup Overview" and "Character Facial Animation Shapekey Set" from the Valve Developer site, which have been…
Hi all, Im Carlos Coronado. 3 weeks ago I finished a 2 years Project (Warcelona, a custom campaign for left 4 dead 2), and I think its time to begin a new proyect. Since long time ago, In my head was the idea of making a single player puzzle game has my final university project, I I think now its time to begin with it.…
Project Name: Planet Postmoderna Planet Postmoderna - Currently in a Phase I, a virtual world demo. Brief Description: Postmoderna has been in pre-production since early 2008, and we are currently using Multiverse for the prototype. This project is designed to be fully organic and will be built by the players' efforts.…
Wanted to share the announcement for a project I've been in involved with at Vivaty called Vivaty Create. I'll let the press release give the specifics but if anyone has questions or feedback please let me know. Thanks. Vivaty is announcing Vivaty Create, the pilot phase of its new developer program. As we prepare to open…
Hello friends and Polycounters! I'm currently working on a project where I am using Substance Designer + Painter and Maya + Arnold. Things have been going smoothly thus far, but I've been having some issues trying to get PBR materials to look right in Maya. Specifically I've been having issues with Roughness and…
The primary/secondary strategy is probably a good one, but most studios either state 'must be expert at our choosen 3d app' or state 'must be expert in either 3d app'. I haven't seen job postings that state 'must be expert at our choosen app or at least familiar with it'. It's still a good strategy though.
OpenSubdiv in theory looks like a good idea, since it seems to support portability. However we’ve found it has two big drawbacks. Viewport performance is slower on dense meshes, and creases don’t survive well during modeling/editing/exporting. Sometimes in a team workflow, an asset will be edited by more than one person.
Sure, you can join everything together before export (when using modifiers, apply first). In Unreal, you can also combine multiple meshes contained in an fbx by ticking "Combine Meshes" during import.
Short monster side project in progress. It's for a friend to use in his prototype. It has some sort of hands/claw like mandibles. Looking at the current state, it reminds me of a Bloodsucker found in Stalker. Probably do another pass on the highpoly and textures should be much more detailed and horrible of course. But I…