Rooster:Cool sloth! I love its face. Some clothing for a character i'm working on (Xaero from Quake 3), I used Zmapper to quickly preview the normal map on the first Sdiv level:
the problem i have with the cloth is, what kind of material is it supposed to be? it looks all like its a very light material. its kinda cool kinda clothy but what is it? some windbreaker material? its all soooo noisy
Has anyone done much with cloth physics? Im creating a staff for warlock who's default one has 3 bits of cloth hanging from the top. I just wanted to have 1 similar bit of cloth but in a different position towards the middle of the staff. I tried just skinning it to the same bones as one of the default cloths and just left…
Well, I don't know how marvelous work, but I did stuff like this in maya using nCloth. The trick was to texture/UVs first, and then simulate the cloth preserving the UVs. But you can always unfold the UVs and paint it, right?
All this detail looks insane :S About the riging maybe you should build a really simple control mesh inside hes colthes and do cloth simulation? As far as i know its pretty much a norm in animation industry.
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This character was created as a personal test and training project.
The main goal was to practice and improve my skills in character modeling, focusing on anatomy, proportions, clothing details, and overall silhouette. This is not a final production asset, but part of my continuous learning process. Any feedback or…
My girlfriend said he looked sunburned. I have to agree. There's too much red in the face. Specular also needs some pattern to give the clothes a clothy look. Though you could add that in the normal instead.
About the selection thing, if you keep clicking in the same spot it will cycle though the layers of objects/faces. I've only notice it picking poorly when working on a really small scale. Ever since I saved a 72 unit measuring stick to my maxstart.max file I don't have an issue of building on a small scale. But when I did,…