I have this problem at work sometimes. But I think we've gone off on a tangent from fenderbender's original question. Assuming he wants to mirror the symmetrical portion of the mesh while maintaining any skinning on the asymmetrical portion of the mesh, I agree with cw to use the skin modifier mirror in this case. This is…
Automedic> So far none, this is the only illustration I did, the rest are dumb doodles hah! As soon as I'm done with fixing several concept art I'll not hesitate to proceed drawing more. Keep your eyes peeled. Bouncfx> You forgot something mate ༼ つ ◕_◕ ༽つ I'm in the Clockwerk mood, and tryhard mode, at last this concept is…
Hi everyone! Here it is my fanart of Konan from Naruto Shippuden, I love this character. Sculpted and rendered in Zbrush. The artwork on Artstation: https://www.artstation.com/artwork/J9DYzD My IG: https://www.instagram.com/bl4cklotuzz
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…
Hey, JadeEyePanda. I think alfalfasprossen is right. Unreal rigs always have their "root" bone at world 0,0,0. This joint never moves. If you look at the two different anim sets in the UDK, "K_Anim_Human_BaseMale" and "K_AnimHuman_AimOffset" you can see that the BaseMale one has a bunch of bones set for the "use…
Idea: -Player can build their own mesh/monster out of blocks. -These blocks will form a monster of the players creation in various silhouettes. (crossy road example below) think like this, but even more variety, like non huminoid non quadraped creations. Squid, or dragon or random many limbed creatures as well. -I want to…
Here are some lighting updates! Shot 1 I keyframed some blocks to balance out the foreground and midground. Feel free to check them out in our next animation update! Shot 2 Shot 7, made the lighting darker to show more neon colours. Shot 8, made a node-based material for the background Shot 14a lighting and setdress, faked…
SD 2017.2.1 - 2017.2.2 Fixed: * [Content] Typos in "Directional ..." nodes * [Content] Various Typos * [Content] Tile Sampler is set to "Absolute 32 bit" * [Content] Shape Mapper: visible artefacts on the shape border in some cases * [Content] tiling and "Non-Square Expansion" parameters in Polygon 1 are broken * [Content]…