I enjoyed your contribution very much. You provided a humorous twist to the game genre and it was well executed. I find it very hard to be funny in my movies, so kudos to you. As to the YouTube link, you don't use the embed code but the regular YouTube link, the one with "watch?v=xyz" in it. Took me a bit to find that out.
For the high poly and baking? Whatever works best for you, performance shouldn't matter. Personally I like floaters, they're easy to edit and you don't have to add and manage a bunch of extra edges. If its for the final mesh, there are some advantages and draw backs to clipping one mesh into another, but it starts to…
Hey Dan, I take it you're exporting the cage with your low-poly using the plugin right? Have you checked it in the 3D previewer to make sure that the cage is correct once in xNormal? Also, I don't remember what the default XYZ of the normal maps are in xNormal/Xoliul shader, but in xNormal you have the option to define…
That sounds more like a gimbal issue with the upper arm itself. Certainly an issue I've run into with joints built in the traditional T-pose. In Max at least, leaving the standard rotation order of XYZ leads to gimbal lock by simply rotating the arms down. But switching the order to XZY at least avoids gimbal lock in that…
I believe thats where I chucked the HP into max to grab some screenies, the belt does fit however and that was just an XYZ mistake as they're two both objects.
* Curve filtering * Key reduction * Key baking * Animation Layers * Skin binding options like Geo desic voxel skinning * Inserting joints into a skinned hierarchy * Rigging automation (HIK, CAT, Biped) * Full Body IK * Working with Morphs / Blendshapes * Working with poses and "actors" * Animating UVs, materials and…
On second thought it might be easier to turn a plane into a torus depending on what 3d app you are modeling your base mesh in. On the other hand I believe there are some scripts out there that can morph a mesh based on it's UV coordinates, renderhjs textools is one with it's swap UVW XYZ feature. So you could do the bulk…
[ QUOTE ] Quoting Daz here: [ QUOTE ] Having a stable GF of course doesn't affect my day job, but it has definitely impacted the amount of time *outside* of work that I spend messing with 3D. [/ QUOTE ] Quoted because it's true for myself and so many others. 3D outside work is rare these days - simply because I'd RATHER…
The make planar XYZ tools are in edit poly also, no need for graphite modeling tools, there is so much redundancy between the two its retarded. Remember that you can run that on edges too, which is great for flattening loops. too bad it doesn't work on rings like the flatten UV Tools do, where it operates only on connected…
Thanks! Thank you. I used xyz texturing for the pores, these were projected inside mudbox and brought it back to the high poly sculpt. The skin shader is just using a vray fast sss. The textures were baked and created in substance painter 2. Thanks! Glad you love it. Some more tweaks around the eyes. I started texturing…