We're qualified for the next 4chan Autumn Cup but our last manager died so we're gonna need a new one or we'll be disqualified. Signups for the cup start are in like 10 days, so we'll need one pretty soon.
Anyone interested? I know the last few times we had a thread there were folk getting involved with the team, but that was a good few months ago so I'm hoping that interest is still here.
Here's our wiki page for anyone needing to read up on things: http://implyingrigged.info/wiki//3/
I've made my first ever complete cartoon head mesh in Maya, and now I want to set about rigging and animating it for UE4. I know it's a piece of shit, but I'm just trying to get some practice down.
I have no idea what I'm doing at this point. I'm going to cut open the mouth, curve the lips inside a little bit and put a separate mesh (the teeth and throat) into it. Hopefully then I can parent this to the head mesh, rig it and animate it. From what I understand, they do roughly the same thing with eyeballs.
Is this the right way to go about... Comment too long. Click here to view the full text.
>>493918 Redo the head properly before moving on to anything else. We can't see the mesh, but this is a rough for sure. Think quality, not quantity. > You want to model? Stick to modeling and practice a lot with references > You want to animate? Download a rig and practice animating > Etc.
I am new to this board. I have always mapped alot in Hammer Editor but since time changes I am in need for something more modern. I am currently trying to understand UE4/UDK but I have some problems with texturing.
I know how to do brushwork or meshes, but I absolutely fail at texturing them.
I have already googled this, youtubed it, asked in the official forums but I just cannot find a good tutorial that I understand for the life of me. So I am kindly asking if anyone here would be by hero and walk me through the progress.
Basicly what... Comment too long. Click here to view the full text.
>>492263 You need a normal map that doesn't affect the "regular" lighting, then you can map the different vectors to different colors. You could use the reflection angle for further color mapping on top of it. I'm afraid you won't get around writing a custom HLSL/GLSL shader.
>>491215 blender and zbrush interfaces were forged in the same flames of hell
3d max and maya are the same shit often on which other software is based, modo is best designed gui i saw so far, dunno if you could make it easier, but its what other software was ripping ideas from for last half decade
i didnt use mudbox in years, i should try it out, wonder how much it changed since autodesk got their fingers on it same goes for autocad and solidworks, didnt touch it since my uni projects days, it wasnt that hard... Comment too long. Click here to view the full text.
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