I love it - especially the animations against live footage... I'm working on another major project that puts cartoon avatars into real-life apartments, beach and snow situations with live actors, so I can fully appreciate many of the challenges you've overcome. It's hard to imagine how anybody could improve on something…
Modifiers can be applied at the object level (Plane01) and affect everything in that object OR they can be applied to the sub-object level (vert, edge poly selection). You might have been in sub-object mode and not had anything selected when you applied the modifier. This would force the FFD to operate on the sub-object…
- general ease of use Sandbox is very easy to use if you intend on using it the same way they did in crysis. If you want to do anything else then UDK is better, more versatile. - model import pipeline ease of use import/export is much easier in UDK imo. Maybe its because im a maya user mostly and forced to use user built…
Naa, no uvs or texture/material tricks, just floating geometry. However, after seeing some of the stuff Tor has been doing with the edge bevel shader thing, I'm going to retract my previous statement. Now that there is a viable way to do this in Modo I really need to play with it more :poly124: It seems like it bakes out…
Could be voodoo. Weird bugs in skin, I think I have seen them all. My magic sauce when anything weird happens is this: Try using skin utilities. I know it doesn't make sense that this might work :3 , but it takes 2mins to try> Extract skin weights to mesh. Put that aside for a second. Use snapshot on your regular mesh to…
I'm making it on about $17k with a tech support job. I've got some family members here and there in a similar boat. BUT - I'm in a small city in Iowa, have no college loans, and have been planning for this lifestyle for the past several years. I'm decent with money so I'm doing fine at the moment, but if say...my car took…
Regarding the channels being split into individual textures : I think it's a good move, because it accomodates all workflows ! - People who were using scripts to spit out diffuse/mask1/mask2/normal TGAs out of a single PSD in one button press can continue to do so, simply editing their output according to the new system…
Yeah, sorry for that. I friend told me about this error. It's fixed now for the next update. I can't provide an update yet because I have a lot of code which is not ready. What you can do for the moment is fixing by yourself the code. In the script, find this part :global proc setupHotKeys(){ And replace all the function…
Thanks for the input Vig! Yeh I notice that there is way to less detail for the hight poly ammount. I gave it another try (see post above) but still can't get a decent result. Cleaning up isn't a bad idea, graphites "build end" should do the trick. I somehow got the feeling that with simply adding loops and "pinch-ing"…
Best piece of advice I'll offer, is too get into the habit of learning hardsurface techniques and workflows correctly. You're pretty much spoilt for choice if perhaps the less expensive alternative self taught pathway might be another option to consider, because nowadays there's a ton of online stuff available but the…