Hey @shockobonss! The reason why you don't have this feature yet, is that I haven't released the update yet x). I was stuck fixing something minor and life got in the way, but I finally have some vacation and therefore time to wrap this up. So I promise you will get your hands on this feature very soon!
Hello community! I am a student working in game design focusing on 3D Modeling. We were tasked with designing and modeling our own magic staff. The instructions were to create a staff of any nature (I chose an ocean theme) that had to contain a gem of some sort. The polycount for the project was 7k polys. I want to better…
your approach would work fine... either way there are a few extra steps... here what i did in max.. i modeled the face with mouth closed.. cause its really hard to tell what the final model will look like with it open.. so i had a high and low mouth closed.. then i made a copy of my low poly and made a morph target with…
Hi guys, I'd like to share my R&D into building a blendshape face rig that is based off of a FACS scanning session. This workflow incorporated Reality Capture (for building 3d scan), Wrap3 for retopo, Maya for rigging, and FaceWare Analyzer and Retargeter for building the motion capture data. This is my first time delving…
I agree with Noors, making sure the pivot points match will help you keep them aligned. I don't really understand why you're moving the high poly from pillar to pillar and baking it? Wouldn't you just bake it once and then copy around the final baked model? If you need faces to better follow the shape and contours of the…
I'm trying to make a camo net to wrap around a sniper rifle, and I've almost got it. The micromesh techinique is perfect for this except for one bit - the mesh I'm using already has thickness. It's a tilable mesh chunk I made in Maya because I wanted the normals to really pop. I think what's happening is the micromesh…
There's lots of smaller errors related to muscles flowing between forms. For example, the deltoid muscle always has a triangular shape as it connects between the bicep and tricep. Body builders tend to overdo it on these muscles, making them appear boxy, but it should still be there. It should also flow with the pectoral,…
In my opinion, it's essential to keep manual retopology skills at hand, especially when you'll need to retopo something unique from time to time. But for example the most retopologized organic shapes are human heads and bodies with their corresponding limbs and parts, and that's getting quite repetitive in each project. I…
Hi everyone! I'm currently learning how to use MEL to automate some repetitive tasks in my rigging/animation workflow and I've run into a problem. I thought I'd post my script here to see if anyone can point me in the right direction. Basically, this script is designed to create blendshapes for clothing and accessories to…
With regard to question 1: All heads and expression blendshapes have the same topology, got that. The base model has a new face type applied via a blendshape, done that. Now, how is this third step of "- the expression / phoneme blendshapes will ride on top of that" set up? If I already have a new face type applied via a…