Hey guys, just documenting my process for some DOTA2 cosmetics, first one I am doing is a weapon for Axe. I have streamed my work on this on twitchtv, you can see the videos or live work here: Animationcat on Twitch.tv Okay I started off doing a bunch of thumbnails to get an idea of what I wanted to do. I liked the idea of…
yeah i get you, i guess I was referring to the selection axes rather than the actual vertex axes- this is probably a dumb question. if a vert is on one side of a cube with hard edge normals (i mean no smoothing), I kind of thought the vert normal would be the same anywhere on that plane edit: in maya, if I take a cube and…
That's a real cool AXE Gmanx. I can't start a thread here yet but I have a thread at blenderartists Where I'm trying to learn how to make low polycount meshes. If you could tell me how you got your AXE to look like that with render ,material ,lighting etc etc settings .I can't tell but I don't think your AXE has a normal…
Not necessarily. :shifty: When switching a UV border to a different mesh edge, even if the vertex normals are exactly the same, like in the middle of a planar surface, the tangents could still be very different. Two of the tangent axes are derived directly from the U and V axes, not from the vertex normal (which creates…
I suspected that these changes would influence other things, perhaps through lack of experience I did not notice the actual size problem. Any suggestions or most logical method? My biggest issue is that of the three axes, was reversed exactly the one that was correct, perhaps to align with others maybe. But why the other…
Another question apologies i've been hammering max last few days - extruding edges via holding shift works fine in view space however it doesn't allow you to extrude edges along the local axes when using the local co-ordinate system. The gizmo just kind of flips back to view space co-ordinates momentarily although the edge…
Cool work, Some ideas: Flashlight - add some grunge into the knurling of the handle, and consider adding some roughness breakup of the metal where you might find hand oils or grunge in the deeper grooves/connections to break the light up more Axe - the head of the axe has one continuous edge wear all around the head, maybe…
ok the axe based on the concept of stefco is done http://steamcommunity.com/sharedfiles/filedetails/?id=154678613 This extrordinary axe was forged by a drunken oxemean forgemaster who's mind had crossed the edge to insanity ages ago. He fused the earth, rock and metal of the drylands of Oxeme into this odd shape. At first…
Hey JhGreene, cool attack, but your spacing needs a lot of love. The big thing to remember is that heavy object (a big axe for example) tend to move slowly at first until they build up inertia, the faster the object is traveling, the broader the spacing where by contrast the slower the object is moving the closer together…
Cool character! The first thing I notice with the lip
sync is that it's a little late. When you scrub your animation with
audio in Maya it can be deceiving. You'll see things before you hear
them, since light moves faster than sound, so don't be afraid to move
the keys a frame or two earlier than you might expect. F55-70…