slipsius - Thanks for the advice! Yes, I do aware that these animations are blocking most of the screens. However some of the animations are never meant to be used for game assets (except shotgun and minigun, I'll do more adjustment to their position) And yeah, I'll keep that in mind about positioning in the future. Thank…
Thank you for the kind words! This project is taking some time, but I am having a lot of fun working on it. Lately, I've been really enjoying the fusion of all gamedev fields. For me, it is much more interesting to make a game demo rather than an ultra-high-level portfolio assets. The downside is that if someone is looking…
Like the titles says. How do you handle eyelids? Particularly for next-gen, realistic characters, with a focus on fidelity of animation and expression. Do you sculpt with eyes closed and let the riggers sort it out? Eyes open? Best practice for topology? All of my work has pretty much ignored the issue up until this point.…
Since copywriting is a huge deal in creative works, I want some clear information regarding copywriting for the Workshop. So can I copy protect concepts under my name, will Valve have an issue with it? Or will it be registered as "their" assets? What I do know is that Valve copywrites our work once accepted in the game (if…
Thank you so much for feedback and instructions! Yes, this is Maya and all this rigs used the same setup, to be short its 4 corrective joints for upperarms (to correct forward, back, up and down movement), 2 twist joints for each upperarm and 2 corrective joints for clavicle movement. Mesh proxies also used to make the…
I saw this title and thought it was funny. http://www.bloomberg.com/apps/news?pid=20601103&sid=aTCxi42lDR1U Then thread the article and that quickly faded...
I made this in 2 days and a half. Made sort of an animation jam weekend. Modelled in Zbrush, retopo and UV's in Maya, For Pattern on the helm I used VDM brushes that I make as a practice every day here and now. Maps baked in various software mostly Substance Painter and Xnormals. Redshift as the main render.…