I was looking today at Bammes' anatomy book. The reading is dry, but it is good at illustrating and explaining some stuff I didn't really get. When it comes to the torso here, for example. I'd quite underestimated how much of the ribs can still come through; they can be hard to see on references due to the abs hiding them,…
Hey, We are looking for a character artist who can create historically accurate clothing and bodies for our VR project running in Unreal Engine. The clothes need to be optimized well so that they can perform well on high end PC apps. It's a big plus if you can rig it for the Unreal skeleton and prepare it for animation to…
Hiya! I'm trying to find a character for reference, I'v been looking all day. I think it's originally an Anime character. I think the last time I saw him it was a remix entry in Dominance war. It's a very skinny/bony character with a huge toothy grin, in what looks like a leather "gimp" S&M suit. Lots of zippers, studs,…
Hi guys Maya newbie here, I've been trying to use the Sculpt geometry tool to smooth out an uneven shoulder these last couple days and can't figure out why it won't work. Instead of smoothing the tool shrinks every face it influences and tears my mesh apart. For a bit of context, I've been following along a tutorial for…
Hello! I am the project lead on the development of a Legend of Zelda mod for Skyrim. I have a few different models lying around that I need to get into the game at some point, but they are completely un-rigged. I could probably do it, but this is not something I am experienced in, and I do not want to take my attention…
Looks fine in Maya and FBXReview. but prop joint jitters in UE4. this is going from Maya 2015/2014 to UE4 4.11 https://www.youtube.com/watch?v=VNvM7bGHiYE things I have tried so far, both in Maya 2015 and 2014 Baking the skeleton every frame on export. Quaternion and Euler rotation settings in FBX Export Cleaning up…
So I'm new in this on 3D. So I'm making an environment for a game in UE4. I'm modelling first a train in the inside but I need some help: * How can I make round courners with inset with an inside edge? * Hoy do I texturize this for a good ingame looking? * Hoy many amount of polys do you recommend me for this? These are…
Are you using ngSkinTools as well? Even a modest amount of layers gives a hiccup for me, but not several minutes (probably not the case, just mentioning it). I'm not sure if you're aware or if it's important to you, but recent versions of advanced skeleton can swap to a joint-based face rig. IIRC previously there was a…
The way I've seen weapons done is for the character skeleton to include attachment points, extra bones linked to the nearest limb bone. Then each weapon has a corresponding attachment point, oriented the same way. In the game logic, you instantiate the weapon and align its point to the character's point. Voila, sword snaps…
for exporting into engines yeah Max or Maya isn't too important since output is FBX. but a rig in Maya isn't going to transfer to Max, at least not easily. If you're animating in Maya, there are many great options listed above. If you want to animate in Max Highend3D has a bunch, also some here…