All bones look like are rotated 90 degrees on the local y axis. You could select all bones and offset their rotations using 'individual origins' Likely the result of a y-z axis swap issue, alternatively have a look in the import FBX settings inside blender to see if swapping Z and Y for up/forward fixes things
Unfortunately, as far as I know, there's no perfect solution for this kind of situation due to how the CatmullClark smoothing algorithm works. I suggest you start with a new cylinder with at least double the subdivisions of the current one (maybe even four times so). I see you already subdivided some areas in half: this is…
You need to turn on use axis center as start snap point! Set the grid spacing to a power 2 if you are working with udk. Check out their site for details. Just think of the grid spacing as the steps of the grid in unreal. The size you set your grid will depend on your project though so it depends. All this does is ensure…
Sorry for the bump but some problems are still not solved:
3.) I just dont get how you are supposed to model from perspective match that way. I just cant believe that there is no information on this problem on the internet. Why doesn´t it work as intended?
4.) In 2017 am I the only person that the rotation tool constantly…
I think you should correct the shoulders rotation, the "face" of the delotids that is looking forward should look "the roof". This will give much more order to the sculpt. Check this references, or search for "Delotids" on google image. I think that's the biggest deal there. Also, try to smooth the forearm. You understand…
I don't have that much experience with sculpting rock formations as I've just started using ZBrush 4 days ago, but I feel I've gotten some pretty good results with just a few simple techniques. Here's how my rock formation was on Friday after I had just started using ZBrush. And here's how it was Saturday after I…
Don't know - but i would like to see wether z-brush base models are really planar quads or it'S only the display/shading algorithm giving the illusion of them all being planar. If i think mathematically i tend to believe (or my guts do that) that it's not really trivial to make it all planar there in those quads ;-) Of…
In your case, yes because you're working "off axis" from the world center. If your cubes were centered along X while using Object X symmetry, the symmetry would have continued to work after the boolean. When you set symmetry, you can also pick the world origin as the basis, basically forcing you to work from the scene…
M8, this is a very simple shape once you remove the radial patterns. No modifiers, just dragged verts around on a polystrip to ensure I had the horizontal bit line up with an axis, and a ~30° twist on the centre. It'll turn out I used too little geometry to ensure proper curves, but this gets the point across. Duplicate…