The most helpful script as far as that goes is CStudioGlobalTCB from Blur. It's not a copy and past script, but it lets you quickly set the TCB settings on a biped. http://www.neilblevins.com/blurscripts/blurscripts.htm
[ QUOTE ] 1. There would be skull ornaments everywhere. [/ QUOTE ] Haha! This would be the same for me, too. Hmmm just looking around this room there are too many skulls to count quickly.
quickly! drink the kool aid before they get you! there's no time to delay! DO IT NOW! THEY'RE IN YOUR BASE! THEY'RE KILLING YOUR MANS! OH GOD YOUR NEXT!
Sketched few heads as a live demo for my students. Just some simple generic alien heads, but they are always fun to do. Zbrush sketch as a base, then quickly overpainted in PS.
That is so sweet! If it is true, the buying and renting them out would make some fat cash quickly! Who would not want to fly? Its like a segway, but MUCH better!
Looks like your missing up and down motion and oscillation on the COM object. The legs kind of jerk forward too quickly. And the shoulder should rise not dip on the way forward.
Am I the only one who feel the urge to quickly registere on all those sites where you not registered yet, just to be 'safe', even though its stupid? :)
Really looks like all your UVs triangles are reversed tho, maybe due to some matrix funkyness in your process. I guess if you quickly unwrap the model again, it fixes the issue ?
*** Position Filled for now. Will be back with more jobs soon. *** --- Hello There, We are still looking for a talented, creative, and collaborative a Lead 3D Character & 3D Animator (keyframe) artist to join our core team developing high quality Characters, Creatures & Animations for one of the biggest Strategy based…
That quads vs ngon is a thing from sub-d modelling . Honestly I don't understand why people still use it when every shading issue is perfectly and quickly fixable by editing vertex normals . Or just by using CAD modelling from the start . Even Zbrush re-mesher does a decent job now. The whole thing looks like a sport still…