Art import test to Unreal Engine 4, skin shader material and textures, skeletal animation, blend-shapes, NvCloth simulation, and DirectX tessellation.
Modeled and animated in Maya, textured in Zbrush and rendered in Unity.
Concept illustration by Alvaro Cardozo.
3D-Station France Sketchfab models of the month February 2017
Based on design by Morten Skaalvik.
Here’s my 2013 character reel.
Concept by thenerdyogre.
2. Lyve & Dog characters:
I modeled, textured, rigged and animated the characters using Maya, Zbrush, Photoshop and xNormal. Turntables were captured in real time with the CryEngine3 Free SDK. I used the MayaCE3 exporter written by SeithCG to export models and animation to the engine.
Lyve: 9914 triangles, 3×2048 (body), 4×512 (hair and particles), 4×256(eyes).
Dog: 5574 triangles, 3×1024 (body).
I’ve switched over to python! Here are some of the scripts I’ve written for my latest project.
I set the legs up with a custom 3 chain ik/fk switch system. The red controls are fk and the green are ik. The transformation animation is done with set driven keys on parent groups of the fk controls, and the wheels are an expression.