yo, I went to the art institute for 2-3 years in hopes of being into game art and design however the school was terrible and refused to teach us anything new and I taught myself basically everything I could while doing repetitive assignments about really easy things. I have been to nervous to post any of my stuff. So here it is tell me where you think I am I know im not professional but what do you think I need to do to get better at this?
your colors and textures are a bit noisy and contrastey, like each texture is screaming "LOOK AT ME" and it makes them all look messy. the colors could be a bit more muted and you could use some color correction and postprocessing effects to make it look better. these look like videogame models as well, I'm assuming this is for a videogame? another issue is that you seem to be just putting rust and dirt flatly over all textures
I'm working on a game in Unity that uses this model as a base, allowing players to create their own character using sliders. I know Unity has support for Blendshapes which I intend to use for facial expressions. In older games I noticed that some used their armature to change the characters, though I'm not sure if that's still the case these days. Others have a few base shapes and interpolate between them, I think even Fallout 4 does this but then again it's Bethesda's using the same engine since last millennium.
Should I create the sliders for... Comment too long. Click here to view the full text.
>>505416 If we're talking mmo level character scaling and customization, then armature/bones woulb be best. Breasts are probably gonna need a mix of both bones and blendshapes. As long as the base skeleton rig for each body has the exact same number of bones and hiearchy then you should be fine.
Do any of you guys know how to download videos from PluralSight (formerly known as Digital Tutors) or sights like Udemy? My internet cap is fairly small and thus I can't really afford to stream videos all the time. I know Plural Sight had some kind of offline viewer but it used some kind of token system or something and would only allow you to download a few videos at a time which isn't particularly idea for me
If I haven't used Maya before and want to be proficient enough in Maya to make make fairly detailed models and very basic animations, about how long would it take for the average learner? I literally have nothing to do all day everyday until January
>>505358 Keep UV island sizes consistent and minimize seams. I can only make out the head and tongue on that UV map and you will have a hard time getting that mesh to have good textures unless if it's only just solid diffuse colors.
Show os the model for us to make a fair observation. If it is organic, it is best to keep it in pelt formation like poster said above. If it is man made/mechanical, lots of cuts and islands are usually necessary.
>>505358 make the most out of the UV space and focus on islands that carry the most detail or the detail that will be most visible in your renders. the bigger the islands the more defined is the texture on that island
I'm stumbling into so many tutorials for creating 3D mashes from specific grayscale images, but I'm having a hard time finding how those images are made - some clever site says, maybe ironically, "they are made from 3D models". Is there any tutorial on how to create 3D grayscale images from a picture?
I have several questions.. as someone struggling with complex mech creation do you think the people who model these kind of detailed mechs model it from scratch or use kitbash it for a library of mechanical parts (heard thats the best way to do it. talked to a guy oce who made this cool robot and he said doing it from scratch clouds your mind and makes you lose vision of the whole thing while you model 1 piece at a time)
also if you kitbash a high poly mech like this how would you retopo it for games?
last question. how do you even unwrap and texture something... Comment too long. Click here to view the full text.
Kitbashing is the lowest you can get when doing 3D stuff. It's literally lower than furries, zbrush blobmonsters and adding lensflares in your renders. It's taking what someone else made, piling them together and saying "LOOK WAT I MADE GUISE"
Hello, i was messing around with camera tracking and i put a zombie in 90 frames for a test (zombie already rigged and animated) What do you guys recommend me to improve in the integration? (can't upload a better resolution, is always over 4MB :c)
I'm looking at a laptop so I can work away from home a couple days a week. It will be used for real time PC game stuff in Unity. With some minor Maya and Photoshop type work to support that.
I'm looking at the Dell XPS range. So I can afford the cheaper models. Which one should I get? ps. Prices are a little lower than listed because Dell's sales people agreed to cut the price £70-100 when I said I was looking at the MacBook Pro.
If you are just using unity, Maya and photoshop then I would say a dell xps is overkill. Personally I would go with something cheaper, although a dell xps could be useful if you decide to do some work with unreal engine 4 or something.
>>505227 >If you are just using unity, Maya and photoshop then I would say a dell xps is overkill. Can you recommend some alternative models? I want something that will not need replacing in two years as well.
Bring the brow forward, especially just above the middle of the eyes, it looks as if the eyelids flow into the brow which looks unnatural. You might also want to smooth and bring the edge loops more in one line. Spread them out a bit, especially near the middle to prevent harsh transitions.
Other things you might want to look at is the mouth, the lips have too much distance between each other. Also smooth the corner indent of the mouth or bring it more into the face. You also have a triangle and two pentagons near the eye.
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