Vertical - I'm considering doing that too - I'd love to hear about any insights or problems you've had (or are having) :D Chat, hangout or another thread perhaps, when you have time? Cheers.
not to be nitpicky, but one thing i noticed is that nearly all your cylinders have the same amount of vertices, you could get a visually more pleasing result by redistributing some of them to the silhouette of your object
The object needs to be skinned to the bone(s) first, then you select the bone you want to edit memberships for not the object. Then you should be able to CTRL-left mouse to remove and SHIFT-left mouse to add vertices.
Yeah that works. Except the top right would have to be the same end-texture for both runs, so you couldn't do horizontal-stone vs. vertical-wood... they'd both have to end in wood.
Neox isn't talking about a fullblown posing. He means that the character's side view has the arms and legs in a perfect vertical line, instead of slightly relaxed (like you did with the hands). Quick paintover.
Anybody know how i can freeze selected vertices to keep them from moving? This would be good to limit your soft selection to only certain loops. If its not in by default, anybody know a script for it?
scince mud2010 tris are no problem anymore... the wireframe sometimes freaks out... but the mesh itself is fine... mud dont like single vertices on the sym axis...! in mud 2011 you will get an error message.. [/url]
id personally much prefer the lance weapons, has a lot more character imo I doubt floating details will change much, but maybe you can try scale it down vertically at the front so it looks less blocky and rigid
That top vertex in your "really long triangles" can be remover entirely - it doesn't contribute anything. The first segment of the hose where it connects to the nozzle should be vertical. The nozzle itself looks a bit odd, but it's hard to be more precise without a reference.
The boundary verts between Jugg's head and torso are weighted by 3 bones by varying amounts; Head Neck Spine3 You'll need to exactly match the weights at each vertex of your head mesh with the same values of the corresponding vertices of his torso.