Customizing Radical Heights – Part 2 In this post I will step over the process the artist will run through to get the assets ready for game. The artists can import the mesh from any DCC they choose to create the assets within. The setup process itself is handled entirely in Maya. Part 1 can […]
Author: Rigging Dojo
Source: Tech Animator Dump: Customizing Radical Heights – Part 1 Randall Hess Customizing Radical Heights – Part 1 My work on Boss Key Productions most recent project, Radical Heights, focused a lot on character customization. In this post I’m going to discuss the process and creation of a customizable character for Radical Heights. Having previously […]
Hey everyone, Keep an eye out for our Spring newsletter, it’s going to be full of offerings and info! Intro to Photoshop Scripting We’ll be launching an on demand course with over 3 hours of video content. It’s designed to get you up and running quickly with Photoshop scripting. Agile Development We’ll be asking for […]
New rig from CG Monks
“This rigging system is what the Morpheus 2 tech has turned into and we’re excited to push it forward. When it’s a bit further along we’ll be re-rigging Morpheus 2’s base asset with it and release that as well.”
GDC 2018 TA Bootcamp PresentationsGame Developers ConferencePrevious Presentations Source: GDC 2018 TA Bootcamp Presentations – Game Developers Conference / Previous Presentations – Tech-Artists.Org ” They’re here everyone! So much gratitude again for all the speakers this year and their quality work. I’m perpetually impressed with the quality content that comes out of the TA community. […]
