Hey, in my spare time for the past couple days between work I've been bringing the character that a friend of mine made as plot point in a D&D game this past year into 3D. Wanted some critiques on him, since I'm still trying to push practice on modeling basics, especially with the edgeloops on his head. First of all, the…
So, I’ve been seriously thinking about trying to pivot back into games for about a year now. I've been working as a software engineer for the past 5 years. But I think the next phase of my life I want to be back in games. Some of the things I think I want are: * Level design. * Shipped titles. * Star Wars IP. * First…
HIK is mediocre at best. But it's really the only built-in tool that can easily handle MoCap. General consensus dealing with extensive MoCap data is go MotionBuilder or go broke. :lol: Foot rolls and the like I believe are handled by Aux Pivots. Never really used those myself. In order to constraint HIK controllers to…
Photogrammetry uses parallax effects to get it's information. Just pivoting your camera around does not create this effect, therefore it not only doesn't help, but it confuses the data gathering, as it tries to track those pixels. It's nothing process-breaking, but it produces worse results. Generally you should make a…
Just detach the correctly UV'ed faces from the mesh, delete the messed up ones and run symmetry on the correct faces and weld everything back into place. Which is what I think Sean was hinting at. About the copy/paste. Its based on vertex number it won't work within the same mesh because the vertex numbering is different.…
slipsius: Ah, yes, thats probably not a bad idea. Have a look at shanghai knights with jackie chan using others to jump off for reference maybe. Ideally, you would want the actual foot contact to add energy to the jump. So think about how thats going to work. Is the other guy going to push against the runner somehow? Are…
Alright, step one is to work from the lowest subdivision. This is integral to building forms in the sculpt. I also highly recommend looking at some sculpting timelapses in order to gain inspiration. Find some images to base your headsculpt off of. It doesn't have to be accurate to it, so long as you get an idea of the…
Joe Rogan definitely does it better. Look closely at their feet and see the difference. Rogan starts with the forward foot, back foot (R) is planted, pushing already to start the momentum for the kick. Leading foot (L) plants and pivots on the ball all the way around. The spin doesn't start until the leadig foot (L) is…
It works just fine with an OBJ version of the same mesh - only the FBX breaks. It's most likely to be an issue on my end that I'm not aware of. I may have a wrong setting checked or something that I don't know about? I can work with the OBJ version, I just prefer FBX files because of how their world space/pivot remains.…
Thanks for the reply! No its a single plane with 30/30 divisions, no uv seams and no they are not displaced in the vertex shader. Yes those cracks appear in the tesselation (using PN-AEN), if I use a tesselation ratio of 1, there are no cracks, if I increase it with either a fixed value or a distance based those cracks…