I don't know why, but I just can't wrap my head around weight painting. Building the skeleton and controls comes more naturally to me. I've tried in Maya and Blender, but I never get it looking good. My last attempt on this character was using edit mode, but I didn't see any improvement.
Lovely, that's pretty awesome nice work, you're in an great place to start adding wear and a bit of damage, just don't go crazy and think about it logically and it should come out amazing. Are you using emmisive materials or are you having to fake it with lights? The bottom light has a bit of a weird cone which is kind of…
Yea, that comes from not setting the skin pose and probably not posing it with autokey turned on. When you open the file, copy the sitting pose, put it in figure mode and copy then T-Pose that way you have both. After its skin wrapped paste both poses with autokey turned on about 10 frames apart.
MGS3 is an excellent game over all. As far as the camera goes you can have as much control as you want over it by just switching to first person mode. I ended up doing most of my looking and shooting in first person. I really think this game is top notch when it comes to ps2 games.
I use a similar approach to Kiel's article. Mostly because when I was having troubles with my blocking, I found his article and used it. haha. It's a small industry! But here, i`ll explain my workflow with my most recent shot I did for our pull up challenge. But basically, for an action shot, I will take a cube and animate…
The demo should get some Claymores, so I can get the people at work to give up their (our) daily games of cod4. There's nothing more satisfying than the click that comes with someone running into one of your charges. Well, maybe the angry shouts from across the room.
I am seriously cooking with this, and people who bother to come see it really seem to like it, but there is just something unfinished and missing about it. This whole center area is strange, and I am just having a hard time making things look good. I need help. Thank you in advance for any critique or advice.
An offline equivalent would be Visual Studio Code, with the glTF Tools extension installed. Then you can load .glTF files to edit them, and use the 3d preview (four different offline renderers!). I give an introduction to the process here: https://github.khronos.org/glTF-Tutorials/AddingMaterialExtensions/
Does anyone know how make it work? My guess its same shape splatter in its core but I just couldn't figure out how to make it work. Whatever I input to it I see just nothing. Should I use Atlas splitter node first ? There is no section in the help about it, neither a youtube video explaining.
We're looking for a full-time mid-level Technical Artist for educational anatomy/scientific apps at VisibleBody. We use 3ds max and Unity. Strong attention to detail is important. This role will report directly to me, so feel free to ask questions, or apply directly at the link below. The company is based in Framingham,…