![]() ![]() Getting the models created by awesome artists helps too. Making 3D models look as good as possible can be accomplished in a number of ways, but the easiest is to simply use massive poly counts and huge textures. My vantage point is right in the middle between programming and art - I do character tech art. There are lots of interesting (to me, anyway) things about the system to explore, but I‘ll start with what makes the faces tick - the specs of the faces and the face sculpting feature. ![]() Hmm, do they even do that in CGI movies these days? Do I really want to know?Īnyway, the system has been seen in public before, highlighing cloth simulation and recently on the Singularity test server, as seen here and here. So what‘s it all about? Is there anything new here?įor this blog, which I hope is the first of several, we‘re going to take a closer look at a couple of interesting features of the system you‘ll have in your hands soon. I believe most of the items on the list ended up being possible, with the possible exception of essentially being able to perform a striptease with arbitrary clothing. ![]() It started off as a design document containing various wishlist features, ranging in complexity from the simple to the impossible. The Carbon Character System was made to enable us to create characters for several projects, including Eve. There´s lots to cover, so let´s get to it! We figured that with the attention our character creation system has been getting lately, that it was time to write a devblog about it. ![]()
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