Source: Tech Animator Dump: Customizing Radical Heights – Part 3 Randall Hess Customizing Radical Heights – Part 3 In this post I will go over the process of importing and implementing the customization item into game using Unreal Engine 4. Part 2 can be found here: https://techanimator.blogspot.com/2018/04/customizing-radical-heights-part-2.html Import the mesh The mesh we are importing […]
Category: Blog Post
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 […]
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 […]
Episode 000 Hello everyone, this is the TechArtJam microcast from Rigging Dojo. I’m your host, Chad Moore. Spring 2018 Newsletter What’s new at RD – Seths Mobilty course & webinar – Introduction to Photoshop scripting – Coaching – Agile Development – call for info/interviews – Brad’s new “MotionBuilder Keyframe animators qucikstart” course 25$ News and […]
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.”
