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Showing posts from 2014

AWESOME: Unity Engine Mechanim Character Animation Tutorial

https://www.youtube.com/watch?v=Xx21y9eJq1U

Waypoint Alpha - Infested - Brood Building Types

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Ji Brood Buildings aren't built, they are mutated.  Once created by players they can move if commanded to do so by Ji Symbiots, and will attack enemies if attacked.  Infected Waypoint  Infected Buildings Gifnim Biological Turret Cocoon Larvae  Infected Free Trader Turret  Ishinjiri (Biological Factory Building)  Hydrofex (Water Processor / Infested)   Ishinjiri (Biological Factory Building) beneath infected Sensor Relay  Cocoon Larvae next to infected Sprawl Infected Sprawl (Free Trader Barracks)  Ju-Shin Tunneler (Fast travel point) Infected Waypoint Environment by Cheshire, building models by Arbuznikov.

Waypoint Alpha - In engine buildings test

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Unity Engine 2014 Build by   Cheshire Tools by  CG Pitbull TOO TIDY STUDIOS Silver Profi Developers Kalamona  Waypoint Alpha under Free Trader Control Free Trader Fleet Beacon   Monk sub-orbital dropship. (Fast Travel Point)  Armory Barracks  Med Center  Missile Turret  Heavy Turret  Light Turret  Garage  Shield Generator  Water Station Power Station Hard Point  Building Support

Shroud Of The Avatar: How To Build, Run And Exit A Unity Scene

https://www.youtube.com/watch?v=ZCk92FRRAlg&feature=youtu.be

Big conventions don't care about the little guy anymore.

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This is a long post, but worth it if you're into fandom and conventions...  Feel free to discuss. Rant Incoming: M ajor shows don't really care about the little guy, but this has just gotten silly.  I'm an artist, not a famous one, but I do the work I can and put bread on my table as often as clients let me.  I can be a little outspoken at times, but all in all I try to be a positive part of the whole burrito we call "Fandom".  The following emails are the end result of a series of mis-communications between myself and the Directors of Dragon Con Art Show, one of the largest art shows related to a convention in the world.  It saddens me greatly when an organization gets so big it can admit it makes a mistake and immediately follow up with "But if you don't like it you're free to walk, be thankful if we give your money back." From me: ________________ Re: Artist: 6768 Hello Directors of Dragon Con Art S...

SQ January - February 2014 Character Builds

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Simple Introduction to Rigging in Blender

http://www.youtube.com/watch?v=cGvalWG8HBU

Photographing heads for 3D modelling and texturing

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Zbrush to UDK easy dirt for Terrain

http://www.youtube.com/watch?v=-Eurs1oD5B8

Zbrush to Game Export Pipeline (Part 1)

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Ok, so this has been a lot of trial and error, but as I make progress and can reproduce the results I will list them here; so when I come back and have to do this for ALL of the models I have created in Zbrush there will be a system.  If anyone else can use this, feel free and remember where you found it. Step one:  Inspect your model and decide which part you are exporting This method lets you export any character you create from Zbrush to game engines (UDK, Unity, etc) but HOW you go about the process is essential.  Even if you build your characters from scratch in Zbrush with no UVs, this method works, but you have to separate each component that sticks out from the character. In this example, the character has wires and cables sticking off of him. For models with extra accessories (shoes, armor, hats, cables, wonky extra limbs, helmets, etc) it is wise to go through the following process for each of those components that will be rejoined to the mesh later....