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.
>>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.
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... Comment too long. Click here to view the full text.
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.
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.
http://www.daz3d.com/v4-hero-pro-pack *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... Comment too long. Click here to view the full text.
Why isn't this in Blender? I'm having a hard time setting up some lenses in LuxRender, and if it just scattered a couple dozen rays showing me their paths in the viewport, it'd make things so much easier.
>>498049 >game spec art >quads for deformation/animating > try baking ngons >try importing ngons into game engine
>>498052 Yes, now zbrush has modeling TOOLs that are NOT sculpting. OP didn't say using zbrush as the only tool. He specifically mentions sculpting. I can sculpt in Maya, 3D coat, modo etc. but they can't do what I mentioned above.
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