Got a new iteration of references and now I have a face type target beyond "vaguely human". Remade the forms. Abs seem less broken now. Still have doubts about the arms. Now I'm not sure how to proceed further D= The face seems off-target and I can't see why.
Wow. It has been a while. Been drooling over Star Citizen. Almost obsessed. I wanted to create a bounty hunter ship. Behold the Proxus Bee-killer. [IMG]http://www.polycount.com/forum/<a href="<a href=http://s1329.photobucket.com/user/Pixelforgestudios/media/Scarab2_zpsf61fe624.jpg.html"…
Just an update of what I've done I created a rig for posing and animation purposes and yes the tick is at 1200 tris :) [IMG]http://www.polycount.com/forum/<a href="<a href=http://s1060.photobucket.com/albums/t459/philipweygandt88/?action=view¤t=body_33-1.jpg"…
Update!macroScript ScaleTocategory:"_Modification"tooltip:"Scale To"buttontext:"Scale To"( local xlength local ylength local zlength local target local ratio try (destroydialog STrollout) catch() rollout STrollout "Scale To" ( local oldPanel = getCommandPanelTaskMode() group "Reference Axis" ( radiobuttons rdo_axis…
to complicated and doesn't update, so you'd have to run the script all the time - the same can be done with smart objects create a file and in there a layer convert that layer to smart objects (thats your target) doubleclick it arrange both images (target and source) paint one half in the source smart object file and save…
Here's a design for an inverse dart-type gun. Instead of shooting darts that inject chemicals, It shoots spikes that drain the target of blood/bodily fluid. It's designed to be relatively small, but very destructive to the target's body. Shape ref/inspiration: First lineup of silhouettes: Projectile concept: Each spike…
I jsut tried it and was not too impressed. again transfer uv would have been nice also, but has to be same vertex order I will look more in to that now EDIT hey that works now ie shrinkwrap with taget normal project there was no weirdness at all. I will test it a bit further seeif I can break it:) (this was in version 2.81…
okay, moprhing explained every vertex in a mesh has a number it's a bit of a simplification but a morph target in max stores basically this in a big table In the above example vertex 1 moves up -1 unit in the z axis and vertex 2 moves 3 units in the Y axis. If the number of verts in the base mesh doesn't match the number…
it's 2016 fronds please go to the last page<br><img title="Image: http://i.imgur.com/M9UvdvX.jpg" alt="" src="https://i.imgur.com/M9UvdvX.jpg"><br><br><br><br>heyoooo.<br> <br> i'm ike and i am but a humble art-monkey.<br> <br> just making this thread so all my doodlings are in one place.<br> <br> <br> <b><br> accepted…
I'm setting up a model with some animations. The model itself is a lamp which is held by the players hand. I've exported my animations but it's not playing at all. I made an idle animation in max and exported it but when I test it in game it doesn't seem to be playing it at all. The players hands are stuck out like the…