You don't want mirror. Mirror will flip your entire mesh on whichever axis is shown in the preview window. What you want for this fellow is ReSym. Or Smart ReSym ideally. Mask off the side of the mesh that you want to keep the same and then select Smart Resym. With any luck it'll work straight off. It's a bit screwy…
Overall i think he looks pretty badass. Crits - Yeah that axillary area looks really tight - Really like the concept sculpts and the final high but having some difficult with material identification in some areas.
Just wanted to post an update as to how it goes for fixing my problems. Someone on the CryDev forums suggested to me a bunch of things to help me fix things (have direction constraint set only to the y-axis, render out in 16-bit, ensure smooth positions is turned on...) So basically what ended up being the issue for the…
Poor robot! I dig the idea. It's hard to tell what the robot is doing because he's small. Perhaps he could prop himself up like a golfball on a tee or launch himself and on the downward arc is when he's kicked. Part of the issue I think is having the robot move closer to the guy, it's almost combining their silhouettes and…
okay, moprhing explained every vertex in a mesh has a number it's a bit of a simplification but a morph target in max stores basically this in a big table In the above example vertex 1 moves up -1 unit in the z axis and vertex 2 moves 3 units in the Y axis. If the number of verts in the base mesh doesn't match the number…
You may benefit from additional polys in the rounded edges at the base and also through the cone to get the lo-poly to more closely match the hi-poly (you want them as close as possible). Also, it will help to straighten all of the UV shells in the UV space along the horizontal or vertical axis. Weird stepping artifacts…
you can something that you should probably have done anyway: use an array modifier for the steps. add an empty at the center point of your staircase and rotate it on the z axis as much as the difference in rotation from one step to the next. then take your bottom step and make it a unique object (select all vertices of the…
Wacom is pronounced Wah-Com. Says so on their AboutPage. It's a fusion of two japanese words. Wa is for "harmony" or "circle", and Komu for "computer". Z-Brush gets its name because your painting/sculpting in the Z axis, instead of just the usual Y and X axis with regular canvas. So technically if its just the letter…
Hi everyone! Its been a while. Here are some new screens. I have to change the articulation axis on one segment of the shouldercannon since if I keep it this way it will intersect with the head. I also did the backpack and the throwing disc holster :) I am done with he body, now I just have to add the fine detail with…
Using the Relax and Push modifiers together a lot on sub object selections. Symmetry modifier chains with different mirror axis rotations (good for 3D concepting).