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 doing this? I have no idea if I'm just walking into a complete fuck up or I actually have the right idea. Any advice would be appreciated.
As per the tutorial I used when modelling, I've guided my topology around the eyes and the laugh-lines, so I don't think that should be a problem.
Right now, I'm just trying to figure out how to cut open the mouth without fucking up everything.
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
Long story short-my solidwork's copy is busted and I can't model anything right now. I need to model a toy sailboat asap
It needs these features
Can gib money on paypal
whats a good start to start designing mech and scifi art?
are 3D programs better or is photoshop/illustrator or something better?
warhamer star wars star treck russian& soviet scifi clasics.
Holographic foil shader, where to begin?
My instinct is to have a color ramp in a reflection channel, and mask text/image/whatever in a specular channel, but the results are not quite right.
Specifically interested in a shader for Unity, but any insight would be helpful.
pic related is Vray: https://www.youtube.com/watch?v=c_D1QuJ1vUE
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.
A friend of my boss asked him to hire his son to work as a 3d modeler, thinking he's very talented and passionate.
However, after checking his portfolio, we found that his son has been bullshitting talents and skills he doesn't have at all by plagiarizing other people's works, even very simple and mundane things, if you knew the whole story but it's TL;DR, you can tell he doesn't know anything at all, except some gibberish "alien characters" he did with Sculptris, all else is smoke and mirrors.
However, my boss still wants to give him a chance to redeem himself and save his dad from the sad truth, convinced that even incompetent people, under the right conditions and with the right attitude, can turn from rough stone to diamond, so I've been asked to find him something to do that apparently looks complex but it's simple and viceversa, to test his attitude, see which one he chooses to do first and check if he gives up.
The problem is, what kind of tasks have these characteristics? I've been thinking for a long time and can't find anything that fits, I've already told my opinion that with 3D you can already tell by looking at it if it's complex or not (ie. a renaissance cathedral), but he insists I find something creative. What would you suggest? Any particular excercises to stress test him?
I know it can't be trusted, but boss decided so.
Just test him on basic workflows/topology, ask him to model a teapot from scratch. Pretty damn easy if you know what you're doing, pretty fucking hard otherwise.
But really, what does his dad hope to happen? If he can't do what is needed he isn't employable. attitude doesn't mean shit if you simply cannot do the job.
Get him to do the human body op. The human body has always been and always wil be a test of an artist skill. Tell him not to use pretenders models from poser/etc and start from scratch and show procedural progression of his work.
How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
What's the best way to make anime-like waifus?
Low poly (non sculpt) or sculpt (zbrush)?
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 I need is: I have made a block mesh and the texture scale is 1:1. But I want to later drag and change the block in size so I can build my walls, without the texture itself stretching along with the block.
It would really really mean alot to me if anyone can help a total noob with this.
I thank you alot
Hammer uses BSP and theses exist in Unreal Engine and have for a long time. Don't waste your time with trying to texture them.
They are redundant. Forgot em.
You don't make levels with them anymore. You instead use them to block out levels then you export that into a model editor such as Maya Or Max and begin your artpass.
If you don't know how to model, learn it.
Don't bitch, Don't complain that its to hard, JUST DO IT. MAKE YOUR GAME COME TRUE.
Can we make a mars exploration game ?
*cough* This includes the base figure who works in either program
inb4 not real CG, awful poser porn, get out faggot
If you're lacking any of the pieces in this package I'd make an account and grab these, torrents only cover about a third of the content in this. It's about 530Mb and the offer will probably disappear in a day or so.
Also you are not forced to use their install manager for retards if you're paranoid.
Me, I'm only interested in making sellable products for this and other figures and figured someone else might be too. I already have most of this shit.