@ambelamba - Sure work environments change, I just started at a new studio on Monday and was able to bring 100% of my custom hotkeys and marking menus for Maya and other software. So that as a reason alone doesn't really stand. Generally you hotkey things slowly while working so they build into your own muscle memory, if…
Thank you for the tutorial! This thread has been highly insightful so far. It took me a while but after I managed to replicate your results I modified the workflow a bit for my own preference: 1. I separate the mesh after duplicating and sculpting, then center the pivots of the individual parts and freeze out their…
To do it manually (don't recall any auto-fixes) 1) Unwrap as normal 2) temporarily lay one UV section over the other in the UV/Image Editor 3) resize/scale the UV Islands so holes (where the seam is) are roughly the same size; 4) manually adjust individual vertex positions so both sets match (turn on "Snap to Pixel" in…
If you go, Animation > Bone Tools you should be able to adjust the size of the bones, you might be able to do it from the command panel also. You might have to delete the tips of the bone chains and use "create end" because the size parameter only effects the radius of the bone never the length. You could try scaling the…
Seems like you know your stuff, so I have no idea why certain parts of the mesh would misfire so badly with the projection. Did you apply the latest SP patch for 2012? They fixed some 'little bug' for the projection modifier last I recall. Also, throw a STLCheck on your high poly and see if there are any issues, and reset…
I agree with you there! Things need to make sense for sure if you are striving towards a realistic product (which is what I'm doing with this), but I think that looking better is always better than being more accurate. An obvious exception would be making a simulator or something, which is supposed to be fairly documentary…
Afraid I can't offer useful technical advice, but I wanted to stop by and say these look great in VR. Some suggestions for construction mechanics: If the car is not moving at all but you don't want an insane hierarchy of sockets, at larger levels could you not have groups of parts socket to a dummy object in the correct…
It's as simple as a new object, such as a screw head, duplicated and placed around your other model as needed. I usually create these sorts of models away from my actual model, then duplicate and place the copies. Having a sensible object pivot makes life easy; especially if you can get away with snapping to your 'base'…
hahaha you're too fast, I was just about to type that up. I just used this a month ago to get a suffer to wax her board. yup thats how you do it, or at least how the book "3ds Max Animation with Biped" told me how to do it. You don't need to "select pivot" if you have the hand selected already and I'm not sure what the…
I think you need to decide what sort of gun this is first. For example, if it fires bullets or shells you'll need some sort of breech mechanism, to allow for the loading and ejection of the cartridges; or perhaps some sort of magazine containing the shells. If it fires energy, I think it would be cool to see an energy…