For the rig, you don't really need any joints for this. They are just gonna complicate matters. Instead you can do more or less everything with simple hierarchies and constraints. Most of the moving parts move around a well defined axis and have more or less only one degree of freedom. Just make sure when you are done…
Creating a jacket bottom: With the sleeves done, the next challenge was to extend the jacket past the belt line. Again this was not correctable with opacity maps. A prop had to be used. My first attempt was with Ball_002. It worked for appearance but looked overall stiff. What worked best was a Physics Prop, Cloth Template…
Been awhile since I have worked on this project (Had to teach myself and entire math class Lol) Ive fixed all the uvs so they are more optimized now. The posted some links to sketchfab. Can anyone tell me if they uvs look optimized? Bipod https://skfb.ly/AXEK Scope https://skfb.ly/AXEI Rifle https://skfb.ly/AXEJ Thanks Reed
Get this motherboard instead of the sabertooth http://www.newegg.com/Product/Product.aspx?Item=N82E16813131832 Get this ram (same as in the bundle link, but point is to get 16gb of decent ram rather than 8gb) http://www.newegg.com/Product/Product.aspx?Item=N82E16820231489 In your set of parts I don't see a hard drive or…
Thanks for your feedback, Wingednosering. I appreciate it! I went ahead and made the changes you pointed out. I tried scaling the grass down some and then scaled up the z axis to try and make it thinner. Not sure how I feel about it still. I added in wood beams where the seams are visible on the windows. Made the glass…
I was able to fix it!! Basically both objects were facing the negative Z axis, and it seems like it didnt like this cause once i turned them around it worked :)
Relax it a bit, try the "relax tool" it's a brush, then use straighten UVs command when it's gotten closer to straight. Alternatively, use a planar projection from the correct projection axis.
All bones look like are rotated 90 degrees on the local y axis. You could select all bones and offset their rotations using 'individual origins' Likely the result of a y-z axis swap issue, alternatively have a look in the import FBX settings inside blender to see if swapping Z and Y for up/forward fixes things