I agree the animations arent too bad. They could definitely be pushed a lot more in terms of stronger posing and by adding more personality into them as they feel a little safe right now. Transitions from runs to idles are a great place to showcase personality as it doesn't really matter how long they take giving you time…
So, I think I'm pretty much done with Mudbox and going to go full into Z-Brush. I've had to abandon one model due to a corrupted file. And now I've been screwed by Mudbox again with the "Recreate Subdivision" feature. I imported a quad mesh and Mudbox recommended rebuilding the subdivision levels. What I didn't know was…
Aside from the very apparent proportions issues, you should really turn on Perspective mode in Z, having it off really isn't helping your sculpting. Also are you going for stylized characters are naturally correct ones? Reason I ask is if you're going for stylized you're not quite hitting the mark due to the numerous…
Connect edges via middle point is alt+c (loop slice). You can toggle between full loop or selected edges in the tool properties. Or there's edge slice, where you can draw out the path on the mesh. Dunno the shortcut for that off by heart. Extend is z, click and drag to extend selected edges. The tools you want are all…
Hey Naima, I too am experiencing this weird issue with baking normal maps in xNormal for use in Skyrim. My weapons/shields I have been developing have this strange concave shading to them. I am baking normal map with x+ y- z+ settings as I read somewhere that y had to be - value for the game engine... Have you had any luck…
Hi, really nice enviroments you guys made! I don´t know if you are able to provide some information of how the rendering and sorting of the 2D elements work. I was looking at some dev videos of how the levels look in 3d (background plane and perspective projected geometry) and its still not clear for me hoe you guys manage…
nothing to know there (ok you don't have z thats another point) but you just import your mesh, set uv master to use existing uv seams, click unwrap - unwrap done takes less then a second on such a simple mesh, you could send me a copy over and i slap it through uvmaster so you can see how well it will handle that asset :)…
did some investigation on this. I tried the exactly same mesh exported as OBJ and it works. Then I exported it as FBX without Axis conversion (Z-up) and it also works. Then did another export without changing anything else (only change to Y-up within the exporter) and it produces the same results as in the screenshot that…
Mario Hugo Vazquez Sande [ QUOTE ] I hate my last name. Noone can ever say it right. [/ QUOTE ] Try being me, i can't remember that anyone ever wrote Vazquez correctly, even after years, they will put an s instead of a z somewhere. And i ALWAYS have to spell it out, i'd love to be able to say my name and have people…
It doesn't seem to make sense with the mech having a thin piece of metal as a hip joint. Also, try making the ankles and feet wider (scale in x & z) because it doesn't look like it can support itself with all the upper torso weight. It would be nice to see what your mech looks like in a default standing pose so I can give…