4 ms·
Yeah, I tend to stick to game models with a baking step. Realistic humanoids is the pinnacle of 3D art and I’m no where near. I buy mine like everyone else. Ha
by reactordev 1y ago
Yeah, I tend to stick to game models with a baking step. Realistic humanoids is the pinnacle of 3D art and I’m no where near. I buy mine like everyone else.
Hard surface modeling and environments, vehicles and ships, props and guns is what I like. Rigging simple IK. I’m always trying to improve but I lack the time between work/life/sleep. When I retire I’ll devote my time to perfecting the humanoid sculpt.
- Joel_Mckay 1y agoMost of the time in a production environment people will just slightly modify rigged models and mocap (content licenses get messy fast, but studio time with actors is also expensive): https://www.unrealengine.com/en-US/explainers/digital-humans/how-do-you-create-a-digital-human https://www.unrealengine.com/en-US/explainers/digital-humans... https://www.reallusion.com/ICLONE/ https://www.reallusion.com/ICLONE/ Or modify low-poly content from an asset generator: https://extensions.blender.org/add-ons/mpfb/ https://extensions.blender.org/add-ons/mpfb/ Getting the physics to look right is hard, as people are very good at spotting motion errors in baked mocap data. Re-targeting plugins for UE do work: https://artell.gumroad.com/l/auto-rig-pro https://artell.gumroad.com/l/auto-rig-pro https://fbra.gumroad.com/l/Faceit https://fbra.gumroad.com/l/Faceit https://apps.apple.com/us/app/live-link-face/id1495370836 https://apps.apple.com/us/app/live-link-face/id1495370836 I would advise against blender plugins that acquired mocap from unknown sources like research publications that rarely place the data into public domain, as the performance rights are not necessarily legally clean even if someone paid for or found some community asset pack. Again, it heavily depends on who you have on a team, project time/budget, and copyright/legal-encumbrance risk tolerance ("AI" is like shark-fishing with your arm). =3