Really appealing Free Croc rig: Based on a concept by Axbraun Model and textured by Olenka Denis Rigged by Elise Mathez https://cubebrush.co/olenka/products/1tsmhg/free-rigged-fantasy-character
Ok awesome info - bare with me while I try to wrap my head around things. When you say spec map into the alpha channel the file is still considered "one" texture just processed a little bit differently? I've seen methods using one of the RGB channels as the spec - the trade-off being grey values hard set by that channel.…
Hey man, For the Mask rotation, you are going to want to move it to the spot, then freeze your transforms. Then weight it 100% to said bone. If it's still giving you wonky rotations I would recommend moving your pivot point on top of the said bone, so if it rotates for some weird reason on its own it will be forced to…
It's looking real good, mate! Coming along nicely. I got the same thing. I came up with a workaround by just giving the initial sphere lots of divisions (I think I did 30x30). Then, I lined the axis up with the connecting lever and did a bit of extruding to form a realistic connection. The main idea is that I don't smooth…
You can hold down V or click the vertex snap. Then it's just a matter of selecting the right axis. I'm supposing you also want to orient the gizmo so the axises are aligned according to a certain plane? Double click the move tool toolbar button, which should bring up options for the movetool. Use the "set to edge" for…
This problem is happening because the UV coordinates in the middle are welded. Open the UV editor, break the verts in the middle along the mirror seam, and then offset one set by one on the U axis. It's OK to weld the verts, but it's NOT for the UVs to be welded along a mirror seam.
Thanks guys. That was much appreciated crit. @vofff. The font was something I was playing with a lot while I was making it and I do agree with your comments. I think it might be a mixture of the size/font and glowy effects in certain areas so i'll have some more of a play. each piece has been saved into a seperate PSD…
oh. ok, I assumed it was unintentional. This is the part I'm referring to: Highlighted in red, I've sketched the flow of the hair in white. The fringe bit sticks out much too far and looks unnatural because the flow opposes how the hair wants to fall. It looks odd because hair doesn't stick out that way, especially long…
Looks good, just a few things you could take into consideration: I would scale back the uv's of the main tower's wood panels and possibly the bricks - look a little too big. You could also cut down a lot of poly's from the blades using and alpha texture for the spokes, and simplify the axel piece. (It's far enough from the…