hmm. could really go either way by the looks of it. like: - keeps his helmet on :) - use of the lawgiver's modes, looks cool - pretty gritty looking, interesting to see a less shiny version of the world than the last movie things I dislike: - redesign of Megacity 1 into a bunch of big square towers. The halls of justice…
Ya sorry my bad. Hahah So im using Maya 2013, all the Controls, joints have been skinned. http://www.digitaltutors.com/11/training.php?pid=533&autoplay=1 that is the tutorial for the head rig ^^ http://www.digitaltutors.com/11/training.php?pid=321&autoplay=1 That is the body rig tutorials^^ So what i did is kinda rig the…
Ah, good deal. Let me see if I got this straight. In essence I would create a null that rotated exactly opposite the rotation of the bone such that it looked stationary to the bicep but moved with the forearm bone in every other way. Then when enveloping I could envelope the base of the forearm to that null so the mesh…
Ok thankyou for yoru sugestions , I am for the moment considering of using pebbles for rivers and lake area , anyway I may just skip it later eventually for something else ... Here is some new work on blending the new textures ... I remade once again the ground rocks , added two types of grass , one dense and one with more…
Renaud Galand: haha thanks man - what are you up to recently? killingpeople: it's mutual - I'm a KP fan for the time lapse I set up a fixed camera, locked the xyz transforms, and tried to remember to screengrab every time I saved and pasted it into photoshop... I'm sure there's a better way than that (actually I know…
maybe with a little bit maxscript :D ? here is a snippet I once wrote for someone that asked me how to create a cone that matches the camera with a pre- defined height.myCamera = selection[1];--the camera node_height = 128;--your input height-----------------------w = 2 * _height * tan(myCamera.fov/2);h = 2 * _height *…
Tricky to know where to start really. Tons of free tuts here: http://www.learning-maya.com but I can't really vouch for the quality of it all. The confusing thing about maya is there's often many different ways to do the same thing. Applying your texture: Window>rendering editor>hypershade>Create materials>lambert, double…
[ QUOTE ] i'm trying the normal align tool in max...but i can't seem to get anything to "align" the normal. [/ QUOTE ] Normal align works by aligning one normal on one object to the normal on another object. To use it you: - Select the object to be aligned - then click on the normal align tool - then click on a face on the…
Hi I was wondering if I could get some advice when it comes to UV unwrapping. I know both texel density and filling up as much space as possible are equally important, however, if you have a mesh/unwrap that's awkward, and there's little chance of filling up all the space, what would be the best approach? I'm kind of in a…
to import a skeletal mesh you need the bones and the mesh. They need to not be within any parent hierarchy and I think but am not 100% sure that the root bone has to be named "root". If the bones are within a group what I expect you would see would be the bones listed as mesh items in the skeleton viewer in unreal. I don't…