Yur the 99799th person that we are going to answer: Depends. Will the clothes be customizable in a way the pouches will need to change places? Will the pouches be detachable? You can do it only from weight painting the entire pouch area to one single bone, or by constrainting the pouch geo to a bone, etc etc...
That's pretty nice, thanks bro! But i need to control pupils by lookat constraint (i was earlier explained on how to do that) and with animation drawn i wouldn't be able to do that. Also i predict difficulties on animation synchronisation later in Unity. But i much appreciate your advice anyway!
I've read gripes about snapping before but never had any huge issues with it myself. It's not too cumbersome to use, X to toggle, F11 to open the snapping menu. There's also Edit > Snapping > Snaps Pallete for some extra tools. Background Constraints can also be pretty handy.
The problem with Blender is the bones always use the Y-axis for the length of the bone. This makes it extremely difficult to use with Unreal if you need a skinned animated mesh. Try importing the mannequin and look at the bones. I've created multiple skeleton constraint systems to try and work around this but it's a lot of…
OK, got one solution. Add the twister bone as you have done, then assign a Look At Constraint to its rotation with Keep Initial Offset checked, and pick the Biped's toes. Link it to the leg. Now when you pivot the foot, it should turn. This what you were shooting for?
To be fair, they did insinuate a number of times in the rules that they were looking for work in a similar style and with similar constraints to what they use in their games. I don't think its any real surprise that the fancy normal mapped characters get much love, as utterly brilliant as many of them were.
Ok, UV mapping / texturing theory question. The player is going to be able to walk into some of these CONEX containers, and I want the texture resolution to hold up at arm's-length distance. I have the exterior faces mapped to a 1024, but I'm wondering how to maintain good res for the interior, because I was noticing parts…
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Nice work so far man, a pretty intricate shape to nail, and you are really getting there. Cant wait to see progress on the edge constraint and SubD side of things now that you got a lot of the major shape work in there!
Optic things Modelled the camera-tentacle looking things. I've put them on spines with path constraints. Each segment is an instance of a master in 3DsMax. I did a test render with a low poly cylinder that follows the same spline.