I don't know if it's because that's an orthographic screencap, but the biggest thing for me is the forehead is too flat/vertical. Men in general have more slanted foreheads than women, but Cage's is particularly angled - all the way back through his receded hairline. Fix that and I think you'll see a big improvement,…
Remember it is only a normal map, you should include the spikes in the mesh if you want the silhouette. About this weird projection - did you adjust the cage manually? If so, offsetting some vertices more then other can cause this. For best quality whole cage should be more or less at equal distance from the highpoly mesh.…
I'm using it to recreate a mouse cursor, so I mapped the X and Y positions of a textured plane to my mouse's horizontal and vertical, then I just mocap another sequence whenever I want to move the cursor somewhere. Also using it to mimic orbitting the camera manually. Looks great. Though yeah for the hand-held look nothing…
The vertical 'teeth' on the tread are much too wide, but I don't know if that's part of the original design. Conversely, the teeth on the drive sprocket should be much farther out, with the teeth falling between individual tracks. I'd expect the commander's cupola to rotate, allowing the secondary gun to train & elevate…
There's your culprit. Polygroups need to be created on the lowest level. The prevents them from trying to exist on vertices that don't exist when you step down a level (creating a situation where you have up to 4 different polygroups competing for the same quad that subdivided to create them). You can also run into similar…
Most likely it is double deformation caused by having your hose meshes parented to a moving/rotating/scaling transform. Ie. the vertices of the mesh are being transformed twice, once by inheriting its parent's transform, and again via the bones they are skinned to. Are your hose meshes parented to joints in your skeleton…
Here is a pic of my skeleton placement. The chest piece is suppose to be a cloth material that is somewhat heavy but not as stiff as leather. Here is one example of the bad deformation. And thank you for the feedback. I am definitely going to add some more vertices and look at it from a further angle and assigning it some…
Nevermind! My script finally works! Basically, since I could only reference vertex indices of a triangle, I referenced vertices by loops using the vertex indices. It makes a lot of sense now that I think about it. I just had to think it through. The only problem now is that my models are lopsided. But, that should be fixed…
it's under Rigging menu set Constraint -> Point On Poly constraint. Attaches a transform to a poly mesh or nurbs surface, the surface must have UV data I believe. nConstraints are for simulation objects. you do need one of those to attach the vertices of sim fabric mesh to the character. Don't remember exactly which one,…
Not bad. The only thing that bugs me is the door design. How is it supposed to work with that shape? I think a vertical slide mechanism would have been better, given the size. Also it seems like the frame on the top merges to the wall but it might be just an optic illusion. This last thing is just me being nitpicky, are…