Hello, so I created my first ever 3d model. In 3ds max 2014 it is exactly the same size as the original, it is in the hero`s hand, and weighted to the bone "weapon root". But when I import it to the game it is appearing smaller and it`s not in his hand. Please help.
Hi...one project of our studio require only rotational values of a biped of all the limbs except root. Is there any way by which you can lock position and scale values and get only rotation values of biped in 3DS Max. Please help.:poly122:
I'm trying to bring this low poly mesh into marmoset and can't get rid of this giant spike of geo flying off into space. I've tried changing the topology at the root of the spike, tried softening normals and making sure the UVs were okay.. what generally causes this? Thank you!
Nice, but mushrooms don't have roots as such, they're the fruiting bodies of mycelium networks, so that makes it look odd to me. Likewise, they don't grow on rocks as they're primary decomposers and thus live on rotting animal and plant material.
Bellsey, while that may be true, maybe that isn't the root cause of the long standing bug I'm thinking of. It happened to me in 2015 the other day: bevel an edge, new faces created don't have the default material applied.
Weird, its the complete opposite for me; whenever shes on screen Im all off a sudden on the edge of my seat. The final 10 minutes of the last episode made it for me. Shes the underdog of sorts, and everyone roots for an underdog.
I can do hard surface modeling for both game and animated film. Lopoly or highpoly displacement mapping workflow. Have a look, I am available for more freelance work. robo point below.jpgrobo point below.jpg
That's a really pretty set design! I love the look of the mask, but the face on the back being more developed threw me off for a few seconds as to which side was the front v: Roots on the staff are a really nice touch, too.
Looks good Linz! I agree some moonrays would be nice. Also, I think some of the trees are floating/uprooted a bit. Second and third pictures, the tree on the left side it seems like some of the roots are floating.
Another related question; is it ok to mix both Euler and Quanternion in a rig? Like say having the root as a Quanternion so that a character can act like an acrobat doing rolls/flips/etc. , while using Euler for the rest?