Your rig pose and skin pose can be different, they don't need to match. So you can rig in a T but once the rigging is done you can deform it into the A-Pose and skin your mesh. sometimes it is easier to model in an T-pose too, but after the hands and arms are done deform it into a A pose so you can work on the shoulders.…
Hey guys, I have a question. It´s been here couple of times, but never with an example. I´ve bumped into this and I´d like to know what are the hipoly source models worth? I mean, usually when you make lowpoly and maps, you´re done. you get paid for lowpoly and maps. In my opinion hipoly source models are quite different…
Hi there! I have been looking everywhere for the best way to rig the ears of characters with big pointy ears, such as canines like wolves, coyotes, foxes and spitz type dogs, or various other fantasy creatures. Every example I have found so far is just a basic single FK chain going up the middle of the ear. The problem I…
Hi people, iam studying anatomy like a monster. Position, origin, name, insertion and so forth. But i have a bit of a problem with proportion and anatomy on REALLY slim or petite girls. Most examples and so forth talk about your average girls. Normal "strong" womaney legs (for example). But let's say you got a japanese…
Hello all. I am currently working on a character and I want it to have pixel textures. I am confused about how to straighten uvs. I am currently trying it with this simple mesh, but whenever I try to straighten it, it looks deformed and you can see the stretching on the checker map. I tried different values of the…
The wood is a big deal. What you need to ensure is that your wood grain is consistent throughout. Also, it is much, much too noisy at the moment and too varied. Run it through a high-pass filter on photoshop maybe to ease it up. Decide on a hue/satuation/value as your wood base. It's best to go less saturated and lighter.…
Interesting, I'm pretty sure (but certainly could be wrong) that voxels are by nature grid based, or at the least that voxel data is typically structured in a grid pattern (I'm not aware of any practical examples of voxels structured in arbitrary space). "A voxel represents a value on a regular…
BTW Andumy - it would be great if your example pictures were uploaded (photobucket, imageshack) instead of dropboxed ; that way, if other artists run into the same issue in the future and find this thread, they'll be able to look at your examples an how we collectively fixed them. (This of course assumes that we will…
It may make it a bit confusing at times Oni, but probably not as much as you would think. Usually I can look at my UV layout and pick out which shells belong to which part of the object I'm modeling just because I'm so familiar with it, it doesn't matter if they are grouped together or not. And the large amount of space…
Even on a uniquely textured model it often doesn't make sense to be welding objects together, though as we've already said, this is dependent on the model. Just as an example from a model of mine Welding the spokes to the rim and the center wouldn't make sense for a variety of reasons. While I agree that wasted space in a…