One thing I really disliked about conference talks, is that most of the time the speaker talks shit and only mention maybe 1 or 2 things that really interest you on the subject but never elaborate on it. If anything dude, think of something you'd like to see if you went to a talk on the character creation pipeline. Demo…
It looks to me like the foot was moved with "Affect pivot only" turned on in the Hierarchy tab. You could turn it back on and move the foot back, which actually repositions the toes, the leg and the IK pivots. They probably moved the toes back into position with either the same trick or in figure mode, so be ready to…
http://uploader.ws/upload/200808/testgridcirclesdx7.png I used this one for a good long while, until I made my own. Mines highly personalized and makes me laugh every time I see it. It also does exactly what I need it to do. If you load the checkerboard pattern into an empty slot in a blank file and save that file as…
The basics: http://en.wikipedia.org/wiki/12_basic_principles_of_animation The 12 principles of animation http://features.cgsociety.org/story_custom.php?story_id=1429 The twelve principles of animation applied to 3D http://www.idleworm.com/how/anm/02w/walk1.shtml Walk cycle broken down http://www.hippydrome.com/ The fine…
What you're saying is not true. You will find that if you export an MD5mesh (with 1 smoothing group over the whole mesh in 3dsmax), and then apply a flat grey material (no normalmap or special parameters, just a diffuse/spec pass), the mesh will be perfectly smooth. The difference arises if you use "unsmoothedTangents" in…
[ QUOTE ] Trust me, no-one's gonna steal your noise, you do NOT have to worry about this. [/ QUOTE ] Funny you should say that, I have actually had artwork stolen from me. Person who stole it claimed it as their own, and I guess that made me a bit apprehensive. [ QUOTE ] 7) On some of your wireframe view models I can see 6…
His script replaces the default UVW Edit Window script. Rename \3dsmax8\UI\Macroscripts\Macro_UnwrapUI.mcr to Macro_UnwrapUI.backup, then put Chuggnut's mcr there, named Macro_UnwrapUI.mcr.
I have lately been trying to better understand texel density within a modular environment because of a project I am working on where I have adjacent surfaces where light bakes in unreal are slightly off. There have been some really good threads on here and I think I am getting close but still trying to get the full…
Making this thread so I have a place to showcase my new WIP, a fanart model of Link from Breath of the Wild! This isn't just a random project, I have a few intentions and goals with it: - I want to learn Blender. I recently switched from 3dsMax to Blender, and I want to use this project to really get to know Blender, and…
Hey there polycounters, I'm doing some weird vertex shader magic in Unity and would like to be able to save more data in my model's vertices that I could later use in the shader. I'm using Maya 2018 for my modelling and as it currently stands, I've been using two UV sets and vertex coloring for storing different stuff (eg.…