She is really lacking any actual fat it seems, for the most part this looks like a relatively skinny woman with a lot of extra floating skin, fill out the roundness, it should never really reach back towards her skeleton that far with such large gaps between the fat rolls, typically they are right up against each other…
... Max has those tools. Wrapit & Graphite Modeling "Freeform tools" makes it awesome easy. I really don't know of anything like that for Maya, yet. A lot of what they do in those videos with custom scripts has been in max or is easily available, especially their 3 skeleton system. When I first watched that video a while…
There could well be a proper export workflow (I don’t really work with cat) but you could always just multi-select the bone objects in unity and remove the mesh filter/renderer components, which will have the same end result as a ‘proper’ solution. Everything is just gameobjects with different components applied at the end…
Such effects can be achieved by using cylindrical shapes. Make tilable effect texture and use additive shader, or alpha blend. It depends on what you want to do. On the cylinder mesh use UV animation for the texture to move. To make things more interesting you can add more layers with mesh and assign different speeds for…
A couple of things to start. Your legs aren't actually straight, your femur is actually bent and on a rather strong angle if you look at the skeleton of a standing woman you'll see what I mean. This isn't conveyed in your sculpt at the moment. Your feet are far too small. Your foot is the same distance as from your elbow…
I might have gone a bit overboard, but lets just say it illustrates my point better. her chin is way to fat, its basically a double chin :pensive: overall lower part of the face is way to extruded, and the connection from chin to neck is undefined. basicly you need to define the jaw bone, and then think of the neck as a…
There are enable backface culling for display and for selection as far as I know. One is part of rendering (should still show up on skeleton mode) and the other is a option in the preferences. Make sure both are off. I upgraded to Maya 2012 and it come with the preferences option as on by default and it bugged the hell out…
I figured people could turn on the wireframe in the Sketchfab window, but would it be better if I just posted screenshots from Maya? I'm very happy with how he looks (if for nothing else than the fact that putting UVs on him was hell). I prefer to use Maya 2014 but I've actually started on a skeleton for him, and when…
I just finished my first production asset with this software today. Voxel sculpt to retopo, send to uvlayout and back, bake color, normals and AO, then paint. Cavity painting over normal maps is the shit! UVlayout was the only real detour I had to take and that was painless. I think I'll do my next personal piece…
There is ultimately no "create art" button, but that doesn't mean things can't be made easier. Here are a couple of ideas: Isn't it about time that an online deathmatch game had a built in "create your player" option (like an MMORPG, or Oblivion)? How about a lego-like player creation system that lets you snap custom…