I'm not sure if this answers one of your Q's, but in the UV editor, you right click to bring up the menu and then select "UV" in order to select and move your UV's. I don't have a UV unwrapping tutorial link for you unfortantely, but I can suggest to look into the "Creat UV's" and there you can find the various mappings…
Yeah, arms and shoulder area are too long/massive. If you squint a bit the arms look like a second pair of legs. They dont seem wrong by themselves, I'm thinking that if you size down the arms down (on al axis) with the pivot on the shoulder just by a few centimeters, they will thinner too and look better. Then i would do…
Couple of nitpicks: Your Semi/Full Selector is VERY small. It looks like I'd need tweezers to turn it. The real one is alsmost as big as an ar-15's. That's a Mac 11, which is a little smaller, but still. The Pin that you have going through the gun, just above and to the left of that selector, isn't there. That Pin IS the…
Hello polycounters! I have a problem with my Character (mechanical robot) rig in Blender 2.77. It will be animated and imported into UnrealEngine 4 as a NPC. My plan for this model is the following: simple bone hirarchy to move all the joints, as well as various cables connecting various leg and arm bones with each other.…
I feel like this is supposed to be a really straight forward procedure. What are the conditions in order for this to work? I'm just doing in Maya 2017: 1.select UV of the UV I want to merge with context menu > UV > drag and select all UV vertices in UV editor 2.select "UV Sets" at the second to last menu option in UV…
Hey there, cool stuff you're doing! -The first walk cycle blockout: from the front view, it looks fine except that I find the sword twitches side to side a bit strangely. From the side, the biggest problem is the bip01 isn't moving uniformly. You have it jutting back at a certain spot in your cycle, whereas you want the…
Sorry to let you down guys. I just reread the whole thread back from where UVs started to come up as the topic of discussion. I actually did do quick test bakes on the above pack, but that doesn't matter since my final product is wrong. So in sum this is what I need to do to end with a good result next time. I dropped the…
some of your models are tight, some need work. I think your human characters lack decent shapes like that dude on his legs or the stargate dude near his arms. The skins need more contrast as well. Those chainmail arms are a big no-no. Pasting such textures on a model always looks cheap. Paint a human arm on it so that you…
I've been teaching myself Blender and GIMP for about the last 4 months, and in a spur of madness/boredom I've decided I want to make a DOTA 2 item set, after I had an idea for Naga Siren. However, I've already met a few issues I really need to solve before starting. * Do I delete everything except the "body" file and…
They used it on Enemy Territory: QUAKE Wars so for brink I guess they used that implementation. I think they said they worked with id to bring the mega texture support over to Id tech 4. Also I don't think this technology is new. People have been using a similar tech for fonts and icons for a while. Although that was…