EQ : 3 days for a complete sculpted model of the Alien Queen with all the details, etc. seems a bit optimistic. Not sure of the topic, though. Are we talking about a rushed production with tight constraint conditions or a more relax/quality-focused one ?
Packing every pixel like is generally only done these days when you're working on a project with a reusable UV layout that's being shared between a variety of models. It was more common back in the days when every pixel mattered due to tight memory constraints (like on the Playstation 1, Nintendo 64, etc.).
Been a while since I've done cloth. I think this is what you need. Or a nCloth Transform constraint using a locator instead of polygons. https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-E63DA358-F904-4FD9-B45C-4046AB0D97EB-htm.html
Thank you very much for the feedback guys :) Yeah parts of it were rushed, this was largely down to time constraints as I have to juggle four modules worth of work at the same time. None-the-less they're good points, and perhaps in the future I'll have a go at improving it for fun :) Thanks again, Rich
it's just a simple system of ' Look at' animation constraints together with the hose object for the wires. the part that gets me annoyed is that it all gets broken if i parent one object that i forget to reset xforms on..this causes all kinds of warping and breaks the whole rig, leading me to have to redo the whole mess.
I just tried that, It orients them just like before unfortunately, take a look: https://gfycat.com/TerrificObeseBeaver (Sorry if it's too sped up, 15 sec limit on gfycat, you can press the "-" button to slow it down) (Doesn't work either with Point\Orient Constraint or the Maya New Match Options)
Hello! I'm working on a character as a test for a job. So it would be nice if I could have advices and critiques... I have a constraint of 1500/2000 tris, and I'm already at 1 988. I'm thinking of makinf this version the final one, after a few minor changes. Thanks, thanks, thanks in advance.
I agree on the blobby-ness of the sculpt, it was definitely my first real attempt at making an entire piece solely in Zbrush and time constraints kept me from doing with it what I really wanted. I'll have some more Zbrush work this weekend which hopefully won't look as blobby :P
Our lead coder mentioned that the Blue Ray player in the PS3 results in considerably longer loading times (longer than the PSP even). Anyone know if this is accurate and if so, is it an inherent floor in the blueray itself, an issue in the playstation hardware or just a lack of optimisation in the first lot of games…
I have a complex rig that uses LookAt constraints on various parts. The problem is, exporting for Unity as an FBX brings up the message "Warning: Non-Orthogonal Matrix Support." According to this, resetting the scales and transforms should solve this. However, resetting the transforms also repositions the object. Is there…