I think your polycount is quite high compared to the details visible in your model. I don't want to argue if 60.000 tris is too much for such model. As it always this depends on how it would be used. My very first impression was that the model was about maybe 12.000 tris Especially the shots showing the backside are…
[ QUOTE ] Not knowing where the monster comes from or any more information REALLY sucks. [/ QUOTE ] No, it is awesome. Clever withholding of information is what makes good scifi and speculative fiction great. The best scifi out there just hints at the existence of vast universes, but you only get a glimpse. The few things…
Yo people ! Hope having good days with great art ! I just had a crazy idea and wanted to see what the reaction would be. How about a one-of Character Art Challenge of Natalia Poklonskaya ? If you don't know who is she or what the hell I am talking about here you go :…
Hi all, here my first item. Plese dont beat me too much. Plot:"Ostarion found this sword stucked in stone. Could't pull out, but could't leave. this old model/textures here new release :D i will be glad for some ideas for my plot(crude sketches or something)
Here's what I do and it works pretty well. Bake and save out the skin weights. Remove skin Scale the skeleton, if its a custom bone rig then don't scale but use Animation > Bone Tools to reposition the joints. If its biped, enter figure mode and adjust the height. Scale the mesh to match the new skeleton Reset scale…
AutoSetTumblePivot: Auto sets tumble pivot to selection. In other words the camera rotation with Alt + LMB will automatically be set to pivot around new selections. Mel script. Only tested in Maya 2014 & 2015. PP_AutoSetTumblePivot Download Better Collapse Faces: Contiguous face selections independently collapsed to their…
Another update: Version 1.1 released 04-05-2011* Fixed the Use Local Origin as Origin function. * Moved Use Local Origin as Origin and Alt Origin checkboxes from Lighting & Miscellaneous rollout to Model & Basic QC rollout. * Fixed the output of $illumposition to accurate position. Previous versions only worked if model's…
OK, I just had a thought about this. Can I rename my mesh so that it has the same name as the root bone, (i.e the pelvis) and setting its pivot to the bones pivot point and the substituting it at the top of my heirachy and removing the actual bone? Is that how this is meant to be done? If so, can I do this without…
Ya lost me at "using a spline as a bevel" are you path deforming a custom piece of geo down the spline that mimics the bevel? Pretty cool idea to avoid beveling but a little labor intensive, depends on the object though. If you're using pathdeform to place a shape along a spline, use Pathdeform(WSM) it allows you to set…
3DS has a built-in tool for such. Step 1: create object Step 2: Affect pivot only Step 3: Press the 'S' key to enable snap options or click the hotkey in the toolbar with a large 3 on it Step 4: Right click that same hotkey to open the snap option menu, here you can change what kind of snaps to use, first your going to…