Valkier: Posted my thoughts on your portfolio in the original thread, but seems it got moved while I typing and dissapearing into oblivion after submitting :p . Honestly, your portfolio needs a ton of work. First I'll try to answer your specific questions: You don't have enough strong pieces, this is true. 'Styles' are not…
Initial video showing custom hands rigged to the Unreal Engine default VR hands' Skeleton (placeholder models taken from CGTrader, these will be replaced with Hi-fidelity glove models at a later time). You can also see an early "block-out" iteration of the Forward Torpedo Room.
Just as a rule, I don't think any Russian weapon has ever used a collapsing stock - all their assault rifles have used either fixed or skeletonized folding stocks. If you want a more futuristic-looking design, take some cues from the PP-2000.
You'll need to recreate your skeleton without using the scale tool. Instead of using scale use Bone Edit Mode in the Animation > Bone Tools dialog. Don't ever scale bones. Don't ever reset xforms bones, if they aren't scaled you won't need to anyway.
Working on Wesley, a journeying foxen tracker NPC that has momentarily joined our group to guide us through the Elderwood. We'll take him to the mages guild in Emerald Keep to relieve him of a curse that turns his hands to those of a skeleton...if we manage to escape the woods alive.
Not sure tbh, but the first thing that pops into my mind is checking the normalization settings. If you havent done much work on the weighting yet, try unbinding the skin, delete history and all that jazz and bind the skin to the skeleton again. See if that allows you to paint weights normally again.
yes absolutly rig it even a basic skeleton is better than moving clusters or polys, will be faster and easier. If i find out you rotated cluster groups i will find u and bite you! >:( ( looks good for gears of war RTS...do i dare dream it?) -Woog
Did you have reference on the phone? I have modeled a skeleton telephone myself and some of your pieces look off. Otherwise pretty cool stuff here. Looking forward to your final result. Like the way the wood looks. It kinda has a hand painted feel to it,
@Brian "Panda" Choi You are completely right but I'm going to fix that later with skeleton pose because it will be a game-ready rigged model, so I want to have rather straight start pose and manipulate that as I want. Without a pose, he looks straight even in WoW:
I think that the feed are in realy early developement.. the texturing looks nice except on the small legs (to much dark there) if you take the postet picture of the skeleton as a reference you could try to shorten the arms to the knees . At the moment if they would hang down he would always contact the ground.