Not sure exactly what the issue is in your case, however, I threw together a little debug info helper script today that should aid you in seeing what the axes are for your objects. This way you can see what is pointing at what. Get it here. The results look like this: Bright axes are local. Darker axes are world. Yellow is…
Well there is a lack of knowledge about how topology works but that comes with time, as for the objects themselves, I think you should either 1: go stylized or 2: go 100% realistic, putting it in between just ends up looking muddy and disorganized. A little exercise I do is when I'm making a weapon, imagine all the…
This is the way I understand it... A vertex along a hard edge will get two different vertex normals, pointing in different directions. When a mesh is lit with a normal map on it, the renderer (game engine) needs to calculate the axis tripod for each vertex normal... normal, tangent, and bi-tangent. This is called the…
For the sword: The handle is way too small even for a fantasy weapon. Even one-handed weapons should have handles that can fit both hands on it. Exceptions to that rule usually go to daggers, knives, and rapier-type weapons. (That's more of a personal belief, so disregard it if you want, but it's not a bad idea.) For the…
@Shine Jamal: Sick animation! A lot of cool motion.. I especially like the subtle camera shake when the weapons hit. I'd like to see that happen when the axe hits the ground as well. And maybe not give the axe itself that much of a shake. I think it might give it some more weight? It just looks a bit like a toy axe when it…
miauu's GridAxisPainter allows you to set different colors for the major X, Y, and Z axes in any viewport. For more information, click here: miauu's GridAxisPainter https://www.youtube.com/watch?v=SE_zNO6wPiw
Great stuff Hito. Love the axe attack. Great arcs and timing. The only changes I would make (just personally to me and may not match the style you are going for) would be to bring her left leg forward and up into the jump as she launches, it seems to over stretch a little at the moment. I'd also have her axes lower as she…
Guess I should post more often, but here is some progress on the axe... I changed the detail on the pommel a bit to be not as delicate and hard to see I also added some detail to the head axe but I'm not really all that happy with it. Seems like it doesn't really fit with the knotwork stuff on the bottom so I might go back…
Yeah, normal align is great! I haven't tried an attachment/surface constraint, but I will look into it. But maybe I should be more specific about my problem since it's not just getting something on a surface, it's obtaining a perfect axis and orientation for it. I am working with something that assembles sections of road…
That's pretty cool. I like the face in particular. The design overall is pretty interesting although the axe looks like it could have used some more details. The texture seems a little high contrast, and perhaps could have used another color in there for accents like maybe a bright red instead of some of the orange…