Yea, I've been customizing from there, but I think the terminology is throwing me a wee bit. [edit] found it. It is bound to "4" and "5" in Maya by default Now ... how do I set my viewports to: "f" = front "l" = left "r" = right "t" = top "b" = bottom "p" = perspective ?
Hello everyone, I'm reaching out to discuss a highly technical topic today. It's about the incredibly realistic animations in the upcoming game ILL. I don’t know how many of you have seen the trailer recently, but the way the creatures look like they have actual fleshy skin and their natural posing really caught my eye.…
According to this thread it can be used for non-commercial stuff outside of the Steam workshop. Which I suppose does limit it somewhat. http://community.thefoundry.co.uk/discussion/topic.aspx?f=3&t=82947 If the fbx is as it is in the normal version of Modo it'll import into UDK and Unity pretty fine. I don't know for sure…
cool! man I think if you put this on Kickstarter we all will be in the backers list right away, we all want to see it finished just like you! let Steve F them up before every one can get to the final line. Steve, Steve, come on guys, Steve, Steve ....
Found a solution in google from 2008 ;) And thanks Pola, i will keep that in mind i f i run into it again. The way i did it: Batch Bake to see which faces are black in lower quality like 256x256. Seperate the black Faces (Mesh Seperate), Reverse Normals for new Objects and Combine everything.
I did some advancement on this. Finished the handlebars, the tires and the part that covers the back tire. The union between the cylinders and the semi sphere was a total pain, but after reading many pages of "how the f*#% do I model this?" I added More Geo ™ and It was easier afterwards, this is going to be the high poly…
yeeey, adventure time! love the show! anyway, I agree with Butt, I dont think going for a realistic feel is doing you any good. f you do that its just a booring tree house, there is really nothing special with it. one of the things that makes the house awesome is the great style and feel of the show.
I found that having a reference pic was the most important thing for me. 3D sculpting isnt easy, keep at it. Your sculpt definitely looks better than my early ones! heres some of my first sculpts :P http://ic3.deviantart.com/fs13/f/2007/023/6/2/Mudbox_Head_Study_by_SirCula.jpg
thats f*ed up (the thievery - not the censoring job) honestly after putting hours and hours into my own work I couldn't bring myself to claim someone elses work as my own.. i would be too ashamed.. I'm proud of my work no matter how bad/good it comes out.
I'd suggest trying CGTalk's collaborative forum as a real place to start, as opposed to DeviantArt. You're more likely to end up working with someone that knows what they're doing, or is at least a little more professional than the tortured, emo teenagers that seem to frequent DA regularly.…