Here's better topo on the hood. Those horizontal edges okay? I tried fanning them out more with the 'constrain to edge' turned on. I'd like to get another part close to done today for critique and what not. Maybe the trunk. I think I'm understanding the 'blocking in' phase better.
i have little knowledge of Max, but in Maya i would write a simple script that parent constrains the bones to the corresponding bones of the biped. You can then bake your animation or export it directly. This should be equally possible in Max. To have an animationrig (in this case biped) and an exportskeleton separated, is…
Anyone having any luck with wires? I can't figure out a good way to do them, I'm currently using a tile generator with a bevel which sort of works. I'm constraining myself to procedural elements only, I must be able to seed a variation, change size etc...
My question is about the Narrative category. Is there a specific format you'd like us to follow (font, spacing, etc)? Also, I'd like to explore an alternate turn of events from a character's lore. Would that be okay, so long as I stay true to the character? Or are we constrained by their official stories?
A lot of the shapes I beging simply by making a spline and then applying the Bevel modifier as you see here or the shell modifier. Also you can see I'm using the material Poop mentions and that I make heavy use of the layers as when things get heavier later I will rely on being able to quickly select sections through the…
i haven't tried this for a couple of years but checking for black used to be a bit risky - in that a missing input wasn't necessarily black. you'd want to be sure that you're constraining the range before doing a conditional check i think . if the parameter is definitely being set correctly, it could be that the order they…
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@DavidJones the t key doesnt have the mode for constraining movements to the mesh shilloette @Farfarer thats the best suggestion ive heard yet, but sounds extremely combersome! ill look into it. maybe with some scripting it could work. R.I.P. XSI :'(
(in response to using dynamic rigid bodies) you could still do that in maya at least, and just have the joints constrained to the dynamic objects, then bake. however, you would want 1 joint per chain link and that could be expensive
Honestly it's kind of a boring piece. If you're going to make a portal, try recreating ones in existing films or games (such as in Stargate or the particle-heavy ring at the end of the UE5 demo). And don't be afraid to use a lot of polygons to make the shape well rounded, game engines aren't really polygon constrained…