Posts

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....