Yeah, as haikai said. The box trick or exporting it out and in usually solves it for me. Don't have this problem that often. I think it happend like 5 times under a span of four years or something.. I know it happened quite allot to my classmates though. Have the mesh messy topology and shit like that? No zero-faces? Do…
DWalker, Thank you very much for the critique and these are all issues we will go back and address. You make a lot of valid points we will have fixed for the next time we will be presenting a video of this area. Because of time constraints we had to go from essentially a blockout to this in a single weekend right before…
Edit: Might want to disregard... just re-read the thread title. And this would definitely create seams. Not sure what constraints you're under for UV creation, but you might consider breaking up the UVs for the fur and unwrapping several clumps instead of going for 1 big island with everything which seems to be creating…
Had been waiting for some feedback but I hadn't expected any soon given Thanksgiving, so I went ahead and did a low-poly bake just to see what I got. There's some issues, but they can be ironed out. I also have been commissioned to make a character so I'll be posting that in the coming weeks. As for now, I'll go ahead and…
As far as I can tell there isn't a cycle happening. I have one IK solver going from the shoulder to the wrist for the elbow bend. I then have an IK solver from the knuckle of the finger to the tip for the finger bend. The bones are all parented from the hip - chest - and then shoulder down. Then I connect the controller at…
Almost every rig that is done in Maya has zeroed out controllers for a good reason. That is, when you set your channels to zero, the controller will go to its default position. The channel box isnt there to edit world space coordinates. What you can easily do is to create another locator in worldspace, and use a parent…
throttlekitty - thanks. I will take that into consideration when I go to texture this object tomorrow. More than likely I'll tweak it all anyway. Here is a quick update.. HiRes: GameRes: Because of the tight time constraint I'm under, I am going to add small details in Photoshop with a height map. Seems a bit quicker to…
You could probably do it by having them all follow a spline, then just deforming that spline. Don't "Skin" or "Physique" them or anything, just give each one a Path Follow constraint and then try wiggling the spline. To be honest, I have no idea if this works since I don't have Max open or the time to test it out, but it…
[ QUOTE ] i personally start with a midpoly mesh.. because i end up subdividing for the high anyway and i can can just subtract a little bit to get the low and reline up the mesh a bit.. all in all not much work at all.. [/ QUOTE ] Im going to second this, i usually start with the midpoly mesh and go up or down from there,…
thanks so much people! Yah I'm getting mixed reviews about the backgrounds. Its a kick in the ass because i modeled, textured, lit, and rendered out each one :| I think I could make it lighter so the character has more contrast against it. The orange creature guy didnt make it in mostly because of time constraints. (the…