I agree with atlus. The front sillohuette is looking blocky. You could stash the blads in an X shape or keep them in the arm. it looks like he can transform too. You would get a better torso sillhouette if you put the swords somwhere else. Cool design though.
Not that I know of. It's something I've always wanted, particularly so I could adjust diffuse, spec and gloss at the same time. You can try to repeat your transformation (shift-ctrl-t, I believe?) but I've found that to be a bit unreliable in Photoshop. Might work for this purpose, however.
ive found the perfect ref for a tank for this, if ive read the thread correctly you have an idle, right and left turn anims?? are these blend shapes, or anims that blend? bones or seperate meshes with transform keys? sorry for the load of Qs im enfussed ever thought of using animated uvs for the tracks?
I need to use the transform tool to line up the t-pose against an existing mesh (obj) and so would find it useful to import this mesh, but have it static and of a different mat to help the line up process. What would be the best way of doing this? Does 4R6 have any handy workflows to assist with this sort of process?
I'm trying to adjust the tangents of my keyframes in the curve editor but none of the presets are working. Smooth, Linear, auto etc. If I right click on a key, I can set the transform Tension Continuity and Bias manually but I can't use the presets for some reason. Anyone know how to fix this? Working with a biped.
Wanted to ask in regards to the earth spirit. I've been brain-storming and one thing that caught my eye was that his staff could easily be transformed into a polearm shape. I was curious for those who have experience with valve's design ascetic, do changes like this bother them or hinder the capability to follow through…
The general idea is having a mesh where both body and the head joined with a smooth, no seam surface. Then using "data transfer" to transfer vertex normals orientation from joined model to separated ones Maya > attribute transfer Blender > data transfer modifier. Max > normal theft script or something less ancient maybe
At the moment no but they said that they have some plans for baking. From what i read they want to transform Mixer in a Painter like software. And to use Megascans materials in Mixer to texture the assets i think that you must subscribe. Although Megascans is really meant for env texturing not really for single assets.
Once you apply IK, you can no longer directly transform any object in the IK Chain. To swivel the knee there are two things you can do: 1. Enable Select and Manipulate and modify the swivel gizmo. 2. Set a Swivel Target object in the motion panel. This is the preferred method.
I am not super good but basically if you can use a transform constraint on all the points on an ncloth you don't want to move, you can specify what verts can tear, when these tear you can drain the ball. Why not just use two particle emitters?