Thanks for the input! I actually didn't rig the arms in this example I just happened to add all the bones when I added the skin modifier and so the envelopes created happened to catch those vertices and the animation on the bones already included the arms moving. Believe it or not I don't really have any trouble rigging a…
The vast majority of the surface area in a 1m square of grass is near vertical and a pretty significant proportion of that is facing away from the viewer As such... if your light source (the sun) is on the other side of the patch of grass from you, any light going in has a relatively low chance of coming out in the…
so for one i do think you did a good transition of the concept into the overwatch universe in terms of proportions, i do love the concept a lot but its a bit too toony for what overwatchs style is. maybe the eyes are a bit too big still and could feel a bit more humanoid. i will try to stick to your work and not compare it…
Hi all, I am a beginner in 3D modeling. I have trouble with the terminology. The term "geometry" appears very often in various videos/articles/documentation, but nowhere is it clearly stated what they mean by it. I've looked up the definition in various software glossaries, just browsed the Internet, looked in various…
I'd first sort out the overall body shell topology which is causing surface distortion in turn other errors as well - just apply a reflective madcap to see what I mean.
Welcome to the voting thread for our next monthly environment art challenge for March & April 2020! For those who didn't see my message in last month's challenge thread, I will be introducing a new category for this challenge cycle: the Wildcard category. This will be a hand-picked concept to fill in some gap that I…
So i've finally been figuring out how to do normal baking in maya for hard surface stuff, and other non character stuff where the work is preferred in maya because its far more acurate. My problem is this, i made a column, very low poly, and a high poly which is pretty much just the same model but with nice smooth beveled…
Hello, I have a question. There is High poly models and low poly models. What defines what is low and what is high? Only the number of polys it has? Can low poly model look as good and detailed as high poly model? Can low poly model look as good as this for example?…