Beginner 3D Artist/Animator looking for projects

22 posts Page 2 of 3
Chelaru
Posts: 188
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Sep 04, 2015 8:21 am
Janders wrote:Yeah something like that is what I was thinking. But more cool (hope so :lol: ).

EDIT: I drew a quick concept.

Image




Looks really good. Can't wait to see it in torque 3d.
Janders
Posts: 45
Joined: Wed Sep 02, 2015 12:41 am
by Janders » Sat Sep 05, 2015 8:32 am
A quick update. :P

This is how it's going the hi-poly model.

Image

I was thinking about opening a tread in the resources section, for future updates.
hreikin
Posts: 22
Joined: Wed May 20, 2015 2:30 am
 
by hreikin » Sat Sep 05, 2015 9:26 am
looking good, a thread would be a good idea, or even a little blog if you have the time to keep it updated
Chelaru
Posts: 188
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Tue Sep 08, 2015 2:05 pm
Look really good.
thunder
Posts: 61
Joined: Thu Aug 27, 2015 6:13 pm
by thunder » Sun Sep 13, 2015 3:50 pm
Chelaru wrote:You could start by creating some art tutorials for torque3d. In this tutorials you could update some of the default models from the engine and show the workflow that you used.

Is it this you are doing?
Chelaru
Posts: 188
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Sun Sep 13, 2015 4:01 pm
thunder wrote:
Chelaru wrote:You could start by creating some art tutorials for torque3d. In this tutorials you could update some of the default models from the engine and show the workflow that you used.

Is it this you are doing?


I am not working on that. But from what i've seen the art tutorial are kind of missing. We have some really nice tutorials on how to create some basics levels and game prototypes, but no art tutorials.
thunder
Posts: 61
Joined: Thu Aug 27, 2015 6:13 pm
by thunder » Fri Sep 18, 2015 6:01 pm
yea, a weapon and player tutorial would be nice, and then I mean how the models need to be, the rest there is tutorials for.

I've created a playermodel, not a good one.. but its my first 3d person.
I have bind it to the original skeleton that follows Torque, but I cant use the animation that is allready there.
How can this be?
just gets wierd stuff like this:
http://i1.wp.com/www.wolfsquad.org/wp-c ... /wierd.png
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Fri Sep 18, 2015 6:20 pm
Don't use the original skeleton, or the built-in animations, it's completely buggy. Take some time to build your own. Much less headaches.
thunder
Posts: 61
Joined: Thu Aug 27, 2015 6:13 pm
by thunder » Fri Sep 18, 2015 6:38 pm
saindd wrote:Don't use the original skeleton, or the built-in animations, it's completely buggy. Take some time to build your own. Much less headaches.

sadly it seems so.
Because in my book when you use the same skeleton as the game, you should also be able to use the allready made animations..
But then I got more questions, should the animations only be with the weapons?
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Fri Sep 18, 2015 8:28 pm
I remade the weapon skeleton and animations as well, both for arms and weapon models. The originals also had terrible issues.

Just to give you an idea of how buggy it is: i bought the art packs from GarageGames and used the source MAX files to export everything back to the engine again, with no changes at all. Bugs everywhere: wrong animations, bone issues, etc. What a mess.
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