A little bit of experimentation isn't a bad thing. It'll help you a little later down the line when you need to take a project from the middle phases of development, all the way to the final product. If you want 2 handy pieces of advice for using zbrush: 1: Take a lot of time to nail down the form development of each…
It is in the advanced settings in the transfer maps tools in Maya. I don't know if Max has a similar setting. If you're using Maya, it makes a huge difference in the bake, and it's something I stumbled on by accident. Regarding bolts, what I mean is that if you take a piece into zbrush or mudbox, you don't need to import…
I used gnomons school cost estimator, but I am sure it will be more expensive. The tuition for vanarts was also just what was on the page for international, and likely will be more too >.< Housing is something that I know will basically double or more the cost of some schools, so right now I am just trying to establish a…
Thanks for the kind words ... much appreciated. Below is a screenshot with dx11ubershader settings(or at least the one that i changed from default) For displacement/height i just did another bake pass with transfer maps .. i have seen people smoothing the low a couple of times before computing the displacement map but i…
I know this is an old thread but it partains to exactly what I'm struggling with now. Let me start from the beginning in explainning me issue. I'm trying to port a model from The Witcher 2 into Skyrim. The witcher model had a different skin pose(?) from the one Skyrim models use but there was not skeleton, no rigging. So…
I graduated from AICLA @ santa monica Dec 08'. after having a few years doing 3d animation for film broadcast i decided to take up art for game design. eventually focusing in game design.. As far as my school was concerned, there where plenty of bad teachers and plenty of good teachers.. i was fortunate enough to have the…
Phung Nhat Huy shares
tips on how to rig a character that he created during his CGMA /CG Society workshop
courses Character Facial Rigging for Production by
Wade Ryer and Rigging Techniques: Cartoon to Realistic by
Nico Sanghrajka. Could you introduce yourself? Where are you from and what do you do? How did you get into…
Thanks @Olingova ~ The cockpit was one of the things I spent most time playing around with different designs, so I really appreciate the feedback on this :) The things on the front are supposed to be antennas, I had experimented with guns somewhere on the cockpit, but I couldn't get them to fit in a way I thought looked…
That's a lot better than I was expecting =) If you don't mind I have a few points that I think might help: Reference I think you could stand to do a lot more research and reference gathering. - The ladder seems more like an after thought than something that would actually be used. You should "industrialize it"…
All mocap data will have errors. The errors are caused by different things depending on the mocap system. Visual mocap is done by tracking reflective points on an object - this is the kind where you see actors covered in ping pong balls. Because it's visual you get issues where some of the points are behind the actor or…