Hey guys, I'm curious how to mimic this guys way of sculpting in muscles what looks to me is zspheres. I'm wanting to try this workflow to define muscle shapes then smooth it out to make it look like skin. - Video in question - [ame="…
I have no idea what are they. Are they some kind of custom objects like bones, or they give some special effects on bones, like custom moving/scaling/rotating and such. Please give me excample for what are you using them. Oris ik solver useful at all.
@zylan Determining if a high poly mesh is acceptable really boils down to how closely the shapes in the model match the shapes in the references and whether or not the topology subdivides cleanly, without generating any noticeable smoothing artifacts or other surface quality issues. If the shapes and surface quality checks…
Here's a simple example. I have some simple bolt heads sticking out of some metal box. Say this is a small part of some large machinery, but big enough to use geometry instead of a normal map. The lower example is what I'd do in most cases; it's just one face and I have no concerns about texturing or baking. The boolean…
[ame] https://www.youtube.com/watch?v=5OUrxF929Ks[/ame] Hey guys. Just watched this video and I'm wondering if anyone would be kind enough to describe a real world situation where we might need to use these vector nodes in the way shown in the video? Thank you!
I need urgent help D; i downloaded the UT3 Male rig with bones and a biped bone but im trying to put my own 3d mesh and use their rig to skin onto my mesh. (can be downloaded here) http://udn.epicgames.com/Three/UDKCustomCharacters.html i remove the bones like b_rightthumb b_spine, etc , because i plan to use the biped…
What you say sounds really promising, but what worries me is that those transforms are pretty much "free hand" unless you hit the key for the axis every time, and beside that X-Z Y are pretty much far apart in the keyboard... Seems like something that would work better for the blockout of some organic shape, and not hard…