Hi. Industrial Designer/3D Print expert person here...what do you want to do? You can use whatever software you'd like to make 3D printable models. It all gets turned into triangles in the end. So as long as the model is watertight (no holes), has no interior faces that share an edge (intersections are usually OK so long…
The sideview looks pretty cool it has interesting silluetes and i do like your timing. Your front view is where your biggest problem lies, What you're looking for in a convincing run from the front / back is to sell the hip movement properly. Currently the hips are very stiff (They are rotating wrong) . What you should do…
Hey gsokol, thank you! I redid my animation, using a bone and voila it works! I'm still a bit iffy on the Root Node and will need to follow-up. If I select my bone as my root node, the grenade pops a rotation along it's vertical axis before animating. However, if I select 'grenade' which is the mesh (skinned in Max and not…
The face looks like it's structured about right, it's just bizarrely squished horizontally. You just need to grab the entire face and scale it along the x-axis and you'l be much closer to what you're needing.
Dimfist: Compared to the concept, the scale/proportion of her face looks right to me. I'll take another look when I combine tools. thepapercut: Neither actually. I'm using 100% Blender. I have access to both, but ZBrush's UI makes me want to hurt things (and crashes all the time because of reasons). I still have a student…
Check to see if your UVs aren't flipped vertically or something. Looks like that might be the case. This could have been caused by doing a UV projection from one axis then rotating the plane later.
You could probably watch some tutorials that cover the basics in order to figure out how the whole process comes together. Here's one example of such a tutorial. And another. To answer the overlap question now: Generally in a game engine a texture is repeated in both U and V axis of the texture. So if you have 6 identical…
Hi Steve, and thanks for joining the conversation. Since we seem to be mostly focusing on American locale and law here, I'll stick to that. Yes, I have some pretty strong views on unions. Most of them aren't flattering, but I've worked hard to ensure that they're not based on misinformation or assumptions. I guess the…
If you plan on using the skeleton in the game engine again there isn't much you can do about it. The geometry of the bone will always point down the X axis. Two things you can do: Apply an Edit Poly modifier to each bone and rotate the vertices into place. This won't disturb the pivot, but will allow you to modifier the…