Stalker8272, Phyrexis, zhixson thanks guys for your kind words. Unfortunately, i had no time to finish it until the contest deadline, lots of tasks at my current job. But i like how it goes and ill definitely finish it later and put to the workshop. Here is what i got now, only painted highpoly model, retop for these…
Yeah, I think what Tenchi is talking about his his calf. See how in the skeleton of a bull the leg bones (femur & tibia specifically) are the same length -- usually in animals based on speed (cheetahs, deer, etc.) bones in the foot are slightly longer. I've had the same problem with my werewolf model -- I made his lower…
Not entirely sure but I'm going to assume its because your hierarchy is a mess. I have all my joints connected under my root joint where all yours seem to be seperate, is there a reason your skeleton is seperated like that? I have a rig that scales fine from the top node, maybe looking at my hierarchy can help you out?
pardon my noobness lets see if i got it right. so Vertex Animation means making 1 face at a time and then changing them from one to another to create various expression? and bone facial rig means making the expressions with a Skeleton in max? if Vertex Animation is what i think it is then could i still make the animation…
Paul Neale has excellent advice about bone rigging in 3ds max (along with some handy tools too). http://paulneale.com/tutorials.htm Joan of Arc is pretty old, but still serviceable as a basic intro to 3ds max bones + skinning. http://babelfish.altavista.com/babelfish...ing_base_01.htm Some good general skeleton rigging…
Hello my fellow Polycounters :D I started a new project, based on my last evening just for fun sculpting session. After a little sculpting fun I ended up with a voodoo doll ... with a bazooka. My goal is a lowpoly version and a presentation during a skeleton. And maybe a few animations, but this is a nice to have :) This…
Most likely it is double deformation caused by having your hose meshes parented to a moving/rotating/scaling transform. Ie. the vertices of the mesh are being transformed twice, once by inheriting its parent's transform, and again via the bones they are skinned to. Are your hose meshes parented to joints in your skeleton…
I love that thing, tongue included. I don't have a problem with the 'hard cuts', I think they will read well at low-rez. And the 'pustules' look more like amphibian style 'toad bumps' than they do pustules to me. The only thing I'd worry about with the tongues are the joints. Is he going to be on the default skeleton or…
It's a nice material overall, but I'm not sure it's what I'd expect to see in a sword that's been in a dungeon for a few decades. I'd expect to see evidence of rust (or verdigris for bronze), patina, and pitting; skeletons aren't known for their meticulous metal care... The following examples show a steel sword that's a…
Not that I've ever heard of. I know you can transfer animations between bipeds, but I've never seen a way to put a skeleton to biped. I've learned a few things in my time, and one of them is that sometimes its faster and easier to do something over than to try to fix or work around it. In this case, I'd just re-skin the…