This is in its near final stage before I move to making and applying a texture to the bear.
I have yet to receive final confirmation if this bear is approved or if I have to make any changes depending on needs but this is final in my eyes, but if it needs slight changes, I will continue working on it.
Again, legally I cannot say anything about what this bear will be used for (I hate that myself) but I do not want a legal dispute and this is to show off my portfolio work.
This bear will be used in a game but not even I know what is going on other than it has to be realistic within a 5,000 - 7,000 polygon limit.
Model and Art by
janetmerai
I have yet to receive final confirmation if this bear is approved or if I have to make any changes depending on needs but this is final in my eyes, but if it needs slight changes, I will continue working on it.
Again, legally I cannot say anything about what this bear will be used for (I hate that myself) but I do not want a legal dispute and this is to show off my portfolio work.
This bear will be used in a game but not even I know what is going on other than it has to be realistic within a 5,000 - 7,000 polygon limit.
Model and Art by
janetmerai
Category Artwork (Digital) / Animal related (non-anthro)
Species Bear (Other)
Size 744 x 846px
File Size 431 kB
I have not really gone into lip syncing or making mouth movements much but I HAVE done it, but how does it make it easier to rig anyway?
Rigging is something I am use to, but don't people use morph targets for that anyway?
Please let me know what you mean though, every suggestion helps :3
By the way, I use 3D Studio Max 2009 if that helps any.
Rigging is something I am use to, but don't people use morph targets for that anyway?
Please let me know what you mean though, every suggestion helps :3
By the way, I use 3D Studio Max 2009 if that helps any.
It does make sense, but most games these days make use of morph targets :3
That means extra bone information and transformation and a big strain on the RAM and CPU usage on a console or PC game.
Hell, Resident Evil 4, an interview video, demonstrated Ashley in Maya doing various facial expressions, none of which used bones (seeing as how no bones were present and I saw morph modifiers listing many types of expressions as well)
RE4 also made their facial expressions manually with some reference too :3
But hey, every game is different :3
That means extra bone information and transformation and a big strain on the RAM and CPU usage on a console or PC game.
Hell, Resident Evil 4, an interview video, demonstrated Ashley in Maya doing various facial expressions, none of which used bones (seeing as how no bones were present and I saw morph modifiers listing many types of expressions as well)
RE4 also made their facial expressions manually with some reference too :3
But hey, every game is different :3
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