Thanks for taking the times guys, ya i can see what you're saying about the spine arch, it kind of got lost along the pipeline. I'm going to try and go back into the mesh and define it more. As for the textures I'm gonna go back in and touch it up, create some variation in colour. That Dim alien bust is pretty awesome. I'm…
Should I wait till 2.8 stable release comes out? EDIT: Well, here's the deal. I always wanted to jump into hard surface modeling but I cannot afford to attend schools like Gnomon and I horribly suck at teaching myself. So far, I decided to stick with Zbrush for now until Blender 2.8 has enough learning resources for…
Thanks m8, very thorough. I'm gonna give it a try. I'll have to try out Maya's tools for that one too - just to see how it works. It seems like Maya has a much simpler method to do this sort of work. The tweaks are fairly minor - inflating certain body parts, moving verts slightly.. I was hoping it won't do much, but I'm…
Honestly it really depends, I may get bored trying to recreate the instructors 'file' tho, so if I have enough knowledge I would just watch the tutorial and apply it to my own project. If I don't then I'll try to recreate the tutorials just to get the whole thing memorised. But again it really depends, if I where to pick…
@AnthonyAnimation Thanks, ye I've been trying push the stretch of the model without it being to awkward looking (which had actual broken the rig a bit... the feet and hands seem to like to outstretch the ik on occasion...). First time animating something so cartoony and stretchy so expected a decent amount of unknown…
That looks to be the equivalent of a '*.def' file, a 'definition' reference file that collates together in one place all the data needed for a working character. It doesn't have anything to do with MD5 output per se (in the sense that its not a product of the export process). If you're having trouble with it just comment…
I have good qualifications and I am able to do this job. I have experience and expertise in this sector.I will do my best to fulfill my job on time. You can review my show reel through the below link :- Animation- [ame=" http://www.youtube.com/watch?v=y7Z25vz5oOs"]Max & Maya Animation Showreel - YouTube[/ame] Rigging-…
Ely: as far as I know the Torque exporter is in beta, and it's being made by a member of the community. But it seems to be in limbo from what I can tell... there's really nothing to it as far as GUI goes, compared to the maya version. Regardless, I got it to work with a simple test rig so i'm moving ahead with…
Instead of a bone's position and orientation having influence over certain verts, the curve's (boxes) position and orientation have influences over them. The boxes do export along with the rest of the deformers. Basically the rig you see in your 3d application is not how the engine is going to see it after it gets…
I don't really see anything that qualifies this as "next-gen" other than simply adding a few more bones than usual. Blend shapes use more memory, and are usually created from a bone rig anyway. Bone rigs use more cpu/gpu. This used to be a bottle neck, but now that modern gpu's can do hardware skinning there's almost no…