Focus on creating accurate shapes first then solve the major topology flow issues before adding the support loops. It's generally considered best practice to use the existing geometry of the larger shapes as part of the support loops around the areas where smaller shapes intersect the surface. Treat the block out phase as…
@Xoliul - thanks dude glad you like it i totally want that blunder buster too haha. textures on the way soon. @PredatorGSR - thanks for the tips dude ill puts around with some of the edges a bit more to experiment with the best solution and poly count. and thanks for the help with the beveled edges issue. @tehrobster2 -…
What shep is saying is correct, and again these are two separate issues. Let me see if i can clear this up. A. When you use an averaged cage on a mesh, you will not get any "gaps" or missed detail from the unwelded vertices that result when you use a hard edge on your low. This can appear to be a similar problem to the…
I'm hitting a bit of a problem with my Unity implementation. Specifically, Unity folks decided to use four channels in their second deferred render target: they store specular color in RGB and smoothness in A. As far as I understand, no GPUs support blending of float4s with a custom float as a factor - only one, zero, or…
I agree a lot with what Raccer has said. I mean, he's seen single-handedly the explosion of AK-74Us made after he made his tutorial (which is a very good tutorial). I didn't understand why someone would just copy the tutorial pretty much 1:1 and then post it up asking for crits. That's not why the tutorial is made. I can…
Solve your heat issues solve your noisy fan issues. People often find they have a heat problem and just start installing fans. Or just over do it at the start trying to head off the problem, without giving much thought to other things that can keep a system cool. Buying just the right power supply. If you don't need the…
Unfortuneitly there isn't much you can do about it. Because the "FFD Box" can have a lot of combinations of points it uses quaternion curves to solve the deformation. If you've ever worked with TCB curves in the curve editor, it will make a little more sense. I don't think it uses TCB to solve the pre-defined FFD's like…
So how do you get it to hang in mid-air? It does some kind of calculation to adjust the rig to the foot plane, I guess you manipulate it after the fact in the 3D app? Can you turn that off, not every animation contacts the ground. How stable is it in odd positions? like the passing position of a run cycle or some tip-toe…
I'm not sure what app you're using, but FK is Forward Kinetics which means the joints are solved in their parent order, IK is Inverse Kinetics which means they are solved in reverse. IK typically there is a end node that you move around and all the joints figure out where they need to be. With FK its the default bone…
Do you have a normalsmap applied? In that case, try to unlink it from your material, save the material, then plug it in and save the material again. Dunno why but this seems to solve a similar issue I had recently. On another note, I'm in need of some help myself. There seems to have been some rather awkward bugs lately in…