The title is true. Assigning weights to free rigs in skinning practice. I can't seem to get the weights to work on the hat in the image. What I am having trouble with is assigning weights to each joint in a nice gradient. I was able to assign the weights to one joint at a time. For each joint, we have to select a vertex…
@TheDarkKnight - wow, I don't think anyone can get anymore batman. You should dish out a quick batarang for the jam :) @D4V1DC - One good thing about the jam is it's definitely helped me get quicker, if only by just making me focus and stop messing with a build. I'm after a little advice from people here - I've got this…
Some progress: I am trying out photoshop and quixel. I need to update the head and cowl, add some more variation, and maybe fix a few bake problems. @PyrZern: Substance seems perfect for modular environment variation. Substance Painter is still a work in progress. Painting across multiple channels directly on the model is…
I think this is a good start but I feel like it suffers from an overall lack of sharpness on the shapes you use. It looks like you the sculpt entirely in ZBrush (which isn't a bad thing necessarily) but the brushes you used were too soft or have been subdivided and smoothed since when you first inset the details. Some…
Holy cow! I was not expecting so much interest and support. Thanks so much guys! First and foremost, I want to quickly explain the big lack of interesting shapes/silhouettes with this block in. Since I do not have a direct concept for this environment, I use this primitive block in to quickly get an idea of how I'm going…
Hello guys, I am currently trying to create a mountain range for my terrain project (using Instant Terra, but if you are using other software please share your approach still!) but I am struggeling with getting it to look belivable. What I am aiming for is something resembeling this: The closest I have gotten is this: As…
This is from the stat menu, not sure how it varies based on a proper execution of the packaged version yet. What do you think? I've noticed the texture pool is capped at 800mb. I'm going to assume this means if my VRAM was a capacity of 1GB then this is good figure. I don't know if that's how it works though.
Hi everyone,i am wondering how do i texture a dirty glass in maya??Is for my school homeowork... I know how to make a glass but i dont really know how to texture it. Can anyone tell me what should i have,like example what map should i need prepare? And those smudges and scratches,where do i put them??Diffuse…
I've been strugling with it for weeks, but render que on Decal don't do anything, even if game object Decals are at -50 que, they still render above VFX graph decals