Includes my animation work, rigging, facial rigging, and MEL scripts.
I was responsible for rigging and weighting this geometry to a skeleton rig. I had nothing to do with the mesh or textures. The skeleton has somewhere in the area of 39 joints and 0 morph targets. This exercise was designed to see what could be accomplished with the given setup.
I took the exact animation that was applied to Krag's Proxy Volumes and retargeted it to a skinned version of Krag. Came out pretty well, if I do say so myself. I did notice that there's a bit of a head twitch in the weight shift but nothing too major.
Doodle
I see it all the time. A realy smooth looking model with all the details yet looks so smooth. Often I see new users to Zbrush sculpt with a very lumpy look and know it is down to bad topology and sculpting at too high Sub-D levels. In this video I show that a smooth look can be achived just by removing some higher Sub-D levels and re working the details back in.
This is a session I recorded while refining my sculpting skills for muscle for. The first part shows me sculpt some legs. I then move onto sculpting a conplete female form. The base model I made in Hexagon 2.2. No particular edge flow is used.
StarCraft 2 Zerg Reveal Trailer need i say more
Hair tutorial in Zbrush 3.1 http://mojette.deviantart.com/
A place for my ZSketches and the like
A place for my ZSketches and the like
A place for my ZSketches and the like
For my cycle tests, rigs, scripting, and how-to vids. CC welcome (constructive critique) .
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