Cool! reminds me of Midnight Nation a little, tho I'm sure won't go down the same road the comic went :) Love the concept of a cop waking up after being victim of a crime and having to solve it. Midnight Nation deals more with the "why am I dead?" with the detective bits, and this is more "who dun it," but hoping it goes…
With 801 on the way it looks like Modo might really be worth a look. As far as a modeling and hard surface pipeline goes what is it still lacking or struggling with? WarrenM mentions smoothing groups. But it sounds like Farfarer's kit very well could help solve that issue. So what else? How is it with handling placement of…
I have a sneaking suspicion that when you solve this problem and the program accepts your custom mesh, it will mess it up beyond recognition. I half suspect that the vertex order also needs to be the same. Just like when moprhing in max and not having an exact copy of the mesh as morph target. Like so:…
yes. anything that requires a left click. It's almost as if it somehow remaps the left click itself to activate some menu. EDIT: Thanks to Bartalon this command should solve it. Turns out for some weird reason Maya won't recognize me taking my finger off the W key. I don't know why Maya does this in the first place but It…
When I have parent transform issues like this I usually solve by transferring to a copy of the skeleton. Saved skin weights reapplied or most likely I will retarget the joint rotation onto the copied skeleton. ( zeroes still on my bind pose )…
I found where the problem is! If I remove these nodes from the equation it works and all my problems are solved! However these nodes are only ever a problem when I'm either grabbing a 'shadow map' node from the sidebar or duplicating someone else's shader network. Note that I work in Z-Up in Maya so I've removed the flip…
thanks! revisited the arms again. stretching them out front didn't quite work.. still too much in too little time. Simplifying them worked out in the end, more interesting shapes and solved the twinning in that same time span as well, and cleaner line of action for the kneel down. callin it done. All the bells and whistles…
Looks fine to me now, so I'm assuming the problem is solved, but damn man. I've been watching this one since the get go and I've gotta say I'm impressed. One thing I'd do is either use a brighter red or maroon, or vice versa with the tan trim. But that'd be more personal preference than a critique. Great work dude.
Hi dis, thanks for dropping by :) I was imp/exp as obj with all the goodies, BUT dont worry, the problem has been solved after a good few hours of trying various ZB functions I just exported the HP div 1 to Max and copied the UVS over there and imported it back in as div 1 and everything is good. Thanks once again chap.
I didn't know i can hide the low poly! Does it solve the occlusions issue during AO baking? otherwise, I finally tried Xnormal, and I think the result is pretty good... There's still some problems with my UVs layout, but I'll fix that later. I need to continue ^^ Here is the low poly, could be lower maybe... And Ingame.