Way too high subdiv too early there. Probably want to lower the z intensity as well. And more ref. You using basemesh or dynamesh, btw ? Also, we could help more if we know what kind of character is that. mid-weight wrestler ? More ref here - https://www.pinterest.com/PyrZern/anatomy-overview/
Seems to be regular behavior. Depending on what version of Maya you have, the gizmo will look different from other versions. In 2013 it just shows X/Y/Z handles with no arrows. In Maya 2016 you get the arrows plus the rotation rings. You should still be able to move your joint around. Or is this not the problem?
I had uploaded a fairly decently high poly character that I decimated from a Z-brush sculpt to Miaxmo and it seemed to look pretty damn good, so that's why I was wondering. It auto-rigged it and already had a lot of polies that I think edge loops didn't matter other than a preferred edge flow.
I was about to ask for a z depth pass aswell. The near blur is not that great. Could it be that the gradient gets gamma corrected ? Also our lead dev here said the gradient of the zdepth in Unity is not linear and gives more precision for closer objects. I'm not sure how it is correct for compositing software. And yes it…
Try this: 1. enable modeling toolkit 2. select the edges 3. hold R+Left mouse button - a popup menu will appear under your mouse cursor - change scale to Local 4. scale using the x,y,z box also, 2016 looks cool :P not using maya anymore though :D
Like others have mentioned you would be better served by using a double sided shader, but if you wanted to do what you're describing, switch to vertex selection mode and in the move settings, select normal and drag the N handle. This will move the vertices along their normal direction and offset them enough to avoid the Z…
Yeah, first use Path Deform (WSM) to put the object on the path and deforming on it, then Instance the object (use the Snapshot or Array tool) as many times as you need with a fixed X/Y/Z translation offset. The instances should move along the spline and deform with it. Kinda what Rhinokey said plus what I originally said.
Sounds like your coordinates are way off. X Y Z in max make sure you model is at 0,0,0 than export out as an ase, import into udk, and it should now work. Also when you are modeling how are you modeling the size. Just by winging it or are you following the udk real life scale for max?
Alright, not really proud of it but it's my first thing ever made in Zbrush and it's a face! I have a lot to improve off but now I guess that I know more how to use Z brush! Quite easy to understand in fact, I'm pleasantly surprised! (Made with the help of a tutorial by Ryan Kingslein "First Zbrush Lesson")
Thank you. Water is a fun subject to work with isn't it? The ease of modular pieces has made this project a lot of fun so far. I usually dive right in and things become a big mess but this time my planning has paid off. Until tommorow. Should be interesting trying to use Z-Brush properly.