[ QUOTE ] For the love of God, why do all animators on PC RPGS seem to think that a convincing idle pose is stood straight up with an even weight on both sides of the hips with arms perfectly straight down? Who the fuck ever stands like that? [/ QUOTE ] BiPed does. And for whatever reason they don't think past the default…
I checked Morpher and it still seems to be mesh manipulation. I need to do it from bone, animation in game will not work when scaling mesh besides I already do it in 1st video but with Scale non-uniform, 2nd video is what I want but somehow bone always constraints the top. How do I make the bottom stay when moving the…
Now that there is a boolean modifier in 3dsmax, this seems like a logical next step. Please vote for this feature request on the 3dsmax forum: https://forums.autodesk.com/t5/3ds-max-ideas/boolean-mod-smooth-transition-fillets-with-variable-width-like/idi-p/12404457 From that post: "Fillets with variable width between…
idk if its this messed up but get a good profile view on the sculpt/gamemesh line it up somehow with the original side profile photo and double check this. My 1st and only time with hair / joker, was tough indeed, hear good things about xgenhair and all those other hair guide things, did mine manually though. i lined it up…
Thanks guys! Yeah I did imagine more of a movie-style gas flamer with this one, idk why but all the time making it I imagined roasting necromorphs from dead space with it :D Video above is such a great reference, that fps russia dude has some crazy stuff on his channel :) A more liquid based flamethrower is definitely on…
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I don't have MTB 3 but there is a section for MTB on the forums where you might want to move this to, mod. http://polycount.com/categories/marmoset Different material from zbrush, you might have been examining mats painted it once and forgot that when you repainted it with another, you forgot that space to paint…
I know the likely hood of getting new animations actually published on heroes is very very small, but as far as I'm concerned there is "no reason"**** you cant bring in custom animations to try stuff out. It involves alot of backend magics and source know-how that I never wanted, or bothered to learn because of the relic…
I am still trying to teach myself about normal mapping high to low poly, I'm getting there. I want this to be the high poly eventually. But for this class and the time crunch i have and all the other assets I am working on, I am just going to optimize what I have down to a low poly and go from there. I know there is a lot…
Sweet scene! I pretty much agree with the others.. Apart from that I can spot that your cobblestone is following the terrain down to the water.. I'd maybe blend to a grass or give it some kind of "border stone" and see that it stays kind of flat and isn't right next to the river.. Idk if I like how it bends in the 2nd…
Nice work man! A couple of things bothering me. The connections that are circled look cg. There is no function to them. They are just extrusions. The legs in the reference look so much cooler and a bit more detailed. Really hate that square bolt too. lol idk even if it was real on your ref I would make it not so lame…