It does look like it's Skin rather than CAT that's being wonky. I've not rigged anything in max for a couple of years but I too have seen skin create silly sized envelope bone thingies on several occasions. iirc you can edit them manually and copy/mirror them in the same way you can vertex weights
Rectangular is totally fine. IIRC there are some specific compressed formats that only support square pow2 sizes, but that's a very tiny percentage. Using lower-res supporting textures is a good idea. Often the RMA (rough/metal/ambient-occlusion) texture can be lower-resolution than the diffuse or normal. Masks are similar.
I think you're screwed without poking at c++ I've not checked with python because I have PTSD but the same bits are generally available from editor blueprint so I poked at it there and then when that failed i looked at the code. The named reroute declaration is held in a public UProperty in…
RealTime eye for the character The Merchant I wanted to learn more about eye creation, so I decided to do the full pipeline myself. The iris base is from Texturing XYZ multi-channel irises that I reworked in ZBrush. The veins are from the Meta-Human eye's texture. This eye is made to be rendered in Unreal Engine 5, but is…
A picture isn't a picture until its framed... Hair is that frame. It's really hard to make bald chicks look feminine. When you hide the hair on a lot of female characters they man-up. Before you get into painting make up, also knock in some rough hair, even a decently shaped temp hair helmet will work. Also what doesn't…
Hey Two. I think at the end of the day as a designer the sorts of decisions you make fall back on your own adventure. Your concept idea has been pretty much the same so I don't think that's drifted too far away (the only thing I can't tell right now is that it's powered by lightning) but your shape language has gone…
Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for Senior Character FX Technical Directors to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and…
Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for Designers to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent producers to life…
Half-Life 2: Short Stories is an episodic mod for Half-Life 2 focused on showing some different sides of the Half-Life Universe. Human Error and Paradigm Decay are the two story arcs that we have on the go at the moment, each will span 3 episodes, each having around 45 minutes of gameplay. The two arcs differ greatly from…