Only since you have a certain level of realism going on, you'll be served well by sketching/design out how the skeleton works, how and where the clavical and the scapula sits on the ribcage is going to determine and guide how the rest of the arm works. Sticking a delt on top of a scapula form is going to look a bit wierd…
Looks like you are sculpting depressions, especially in the face. That gives a hungry look that isnt too attractive. You can shave forms off but check you are not getting that sunken look. The hands and feet are looking a little off in size, structure and position and the masses like the arms and legs (already mentioned)…
A bit more progress on the Death Valley Ring/Undertakers Throne for the Polycount Tower Project. The roof is now extended to fit the guideline. Added the throne, more based on the actual design for the Undertakers throne during the Attitude Era days. Also added some spikes and some skeleton bones around the ring. Earlier…
stylizing =/= missing human anatomy if you are doing a human character, stylized or not, the eyes need to go in the center of the head or everything looks wrong. You also need the basic form of the skeleton underneath or the face will begin to not look right. Saying its stylized isn't really a reason not to have those…
sorry for the lateness in replying! --- I constructed them all wrong before. after this I kind of did some studies (been doing that 21 days thing) and looked at some loomis stuff (thank you so much for that link btw!) and came up with this blue lines are construction with loomis skeleton and some proko-esque cylinders.…
Marvelous Designer issue: Problem: Can't easily wrap a singe belt pattern, or similar cylindrical pattern, around body. Faulty Solution: Since I'm working with my own avatar (no skeleton, bones, etc. only mesh), I can't utilize the Arrangement Points feature to wrap patterns automatically around my avatar. What do I do to…
Thanks for the response. I should've specified exactly what i'm talking about. I'm familiar with the general rigging process of making a skeleton and weight-painting the mesh, having made a simple human rig and animated it. The problems i'm having are more of a technical nature, like, what constraint to use for what bone,…
Material Distribution Algorithm After setting up the skeleton for the tool and placing the first stand-in meshes I started working on a material distribution system. If you look closely at the concept art you will see that materials are not scattered per face or randomly, but more organically. That means for example one…
if you only work for none animated items, you can only use the obj exporter. but if you need to create bone and use $bonemerge to merge this bone on the npc model skeleton, you only passing by the QC, I know you can define a bone in the qc. Andrew you know Jurassic life, and most of npcs and weapons and items has been…
I learned maxscript and mel script to take care of all the shit repetative tasks. When I used renderware everytime the exporter was updated ALL the assests had to be re-exported. My first assignment at Ensemble was to update about 400 animations with a new skeleton, one of the reasons I got the job was because they new I…