If the house is supposed to be rough and rocky, this sounds like a good case for ordinary hardsurface modelling, and to test Mayas sculpting (will probably improve in the future). If youre not constrained, I would look into substance designer and/or painter for the map baking and texturing.
No, I want to be able to select a single vertex and just move it. None of the brushes are good at that. Also, having to switch to a tab to constrain to an axis is bad; I know you can customize the GUI but still, it's like the stone age.
We're lazy people; do you mind also posting your reference photos that you're using? regardless, I'd look into midpoly modeling. This may help you think about your modeling in a less constrained way.
Here's better topo on the hood. Those horizontal edges okay? I tried fanning them out more with the 'constrain to edge' turned on. I'd like to get another part close to done today for critique and what not. Maybe the trunk. I think I'm understanding the 'blocking in' phase better.
i have little knowledge of Max, but in Maya i would write a simple script that parent constrains the bones to the corresponding bones of the biped. You can then bake your animation or export it directly. This should be equally possible in Max. To have an animationrig (in this case biped) and an exportskeleton separated, is…
Anyone having any luck with wires? I can't figure out a good way to do them, I'm currently using a tile generator with a bevel which sort of works. I'm constraining myself to procedural elements only, I must be able to seed a variation, change size etc...
My question is about the Narrative category. Is there a specific format you'd like us to follow (font, spacing, etc)? Also, I'd like to explore an alternate turn of events from a character's lore. Would that be okay, so long as I stay true to the character? Or are we constrained by their official stories?
A lot of the shapes I beging simply by making a spline and then applying the Bevel modifier as you see here or the shell modifier. Also you can see I'm using the material Poop mentions and that I make heavy use of the layers as when things get heavier later I will rely on being able to quickly select sections through the…
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@DavidJones the t key doesnt have the mode for constraining movements to the mesh shilloette @Farfarer thats the best suggestion ive heard yet, but sounds extremely combersome! ill look into it. maybe with some scripting it could work. R.I.P. XSI :'(