you need to use the mask and transform tools to move them apart from each other. Dynamesh aproximates at lower sub d's so anything to close will become fused. I'd recheck the anatomy on those arms. :D
you probably froze transforms or deleted history at some point and now they are in different coordinate systems. I would go back in saves (you saved incrementally with an unlimited save amount, right?) until you find the error
rjd2, madlib, nujabes, quantic, prefuse 73, tycho, peanutbutter wolf colboration cds, massive attack mazzine, intellifunk, after that its all stuff more related to movie scores, transformers, hero,last samurai, etc
I'm kind of confused what you're looking for. You want to make it a shell without adding the additional faces an extrude would create? Anyway, if you're looking for the move component tool in 8+ it's in Edit Mesh->Transform Components
reset X- form go into animation hiarchey transform/scale reset pivot 0,0,0 make sure ALL quads no 5 sided NO Tris Also apply a relax modifier on top of it so all polys are equally spreaded .
Too many Armored Core toys and hard to find Transformers that I can't afford. But hey I really needed a $100 Gen1 Optimus Prime. I learned the hard way to avoid bidding on things after midnight.
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
Yep - that's the benefit. Scale and sightlines are the biggest problem when you're working in maya/max - you just can't get a decent representation of what it's like to move around like the player does. The tool is all doable in blueprints and fairly simple python for the maya half (you're just dumping transforms for…
Certainly transformed into something so much better. The angle is also good. You said rough lighting so probably premature but the shadows in the far back, right side are a bit too much. I'm sure you'll fix. Carry on.
I would have said that your normal map Green channel should be inverted but if it only does it on some parts of your model it's likely another issue. Did you make sure that your transforms are all frozen in Maya?