This week I finished setting up the sniper rifle inside Unreal Engine along with a small environment to showcase it. I produced multiple renders as well as several cinematic videos to present the weapon in context. I also created two different texture variations for the rifle while keeping the same base model. This allowed…
I am trying to render animation with Xgen Interactive Groom Splines. I use Arnold renderer and aiHair shader uses aiUtility with primitive ID connected to ramp for randomization the hair color. The phoblem is that while rendering on every frame it has another primitive ID positions. So I have a flickering in animation. I…
So kodiak had talked me into joining up here a while back, after much procrastination here I am :P I currently work as a concept artist/freelance illustrator. I unfortunately don't have a whole lot to show on the concept end (curse you NDA's) but this is mostly just fun/illustrative work, alot of it has been posted…
I do this alot, I've found that its very helpfull to duplicate the spline before converting it to an editablepoly. that way when you are quadifying it if you need to add geometry to a border edge you can snap the new points onto the spline shape and even the borders out while retaining the shape perfectly. Also when you've…
Queen_Skadi sed: Is there anything about my model that sticks out like a sore thumb that probably needs rectifying or revising? Any improvements you would suggest? Yeah that you are working from 2D sheets as reference explains some of the incorrect anatomy. Really it is the shape of the whole figure not really any one…
Need help cutting a hole into a mesh. I've tried doing it with dynamesh and an insert brush but it doesn't seem to work. I insert a cylinder like so: Then press the sub button and it just adds it... I've tried holding ALT when I insert the cylinder too.
Is there an easy way in Max to see if all of your mesh is outwardly facing, short of sticking it inside an inverted box/sphere and actually looking? Like some sort of modifier/tool/script that'll look at a mesh and go "nope, i can see a hole right there...)? I thought "STL Check" did something like this, but apparently…
Can anyone tell me how I can move in a walking pose and then halt for some other gestures around the characters body and then take a few more steps afterwards without the mesh moving towards the location key frame for the next set of steps while it is supposed to be halted conducting other gestures?