[ QUOTE ] ...How do I actually mirror the bip01 rotation so it's just the mirror image instead of the 180 image? [/ QUOTE ] Just paste opposite, then rotate the Bip01 180 on the world Z axis. There is no way to do this automatically.
The reason why it is not placed properly is one either of these(or both): 1. The location and rotation of your object is not on 0,0,0 (x,y,z) 2. You didn't bone the object or you boned it improperly.
Agreed. Actually I can't believe I didn't notice it before. The whole table could probably be scaled up on Z, the main section of the table looks a lot sturdier on the reference picture.
Hey JadeEyePanda, Yes I plan on doing that once I get the overall proportions. Not sure if I should just extract them and z remesh them or do a retopology inside zbrush.
awsome work. so basicly whats happening is you have the bricks layed out in z brush with a flat mesh that you push inside? whats the plan to bring it int o lowpoly?
It's like watching someone play Day Z ... it's not a spectator game. It's horrifically boring if you're not the guy in the world, doing the stuff. Something like Half-Life, tho, is very watchable as background noise.
Just combine Left4dead and Day Z and I'd die happy. Open world game with other people, game play perks to encourage staying together, vehicles, hunting for resources, etc etc.
I work in the perspective viewport but I would slide vertices over the X, Y and Z axis separate in order to allight a vertex on an edge. But that's all in the past now with edge constraint enabled
This is looking nice, keep up! :) Here's some ref / inspiration for you: http://www.game-artist.net/forums/3d-sketchbooks/7794-stefan-morrell-environments-x-y-z-3.html