Thanks for the crits man! I had to wrap the high poly up for a deadline, but I will definitely can and will apply some of your crits still before I do the low poly and stuff! Particularly agree with the axles/balljoint thing. I will make the monocle fit in there more too near the end. :) Anyway to wrap it up I brough the…
^ Oh I see. I never knew that you were essentially creating a morph target by using the bulge/joint angle deformers. That makes a lot of sense. I wonder why people often don't talk about Physique. I'm happy with the Skin modifier but doesn't Physique have muscle and tendon sims built in? I wonder is it possible to use…
...why do they do this? Why do they force design down a certain area by sticking completely dumb controls and shit on their consoles? Why can't they just make a powerful system with a controller that supports a wide array of game types along with being ergonomically comfortable. Seriously, a fucking screen? Really? I can't…
Um... Normally you'll have the uv's fill 0-1 space on each axis even if the texture is rectangular. The uv's look distorted in your DCCA but the texture applies just fine as its indexed from 0-1 on each axis anyway. One axis just ends up with a higher texel density. So yeah you'll have some waste on the light map for that…
I had a quick try at this in maya, from what I understand, the green and red pieces rotate together at the same angle, so a aim constraint is not needed. The blue claw piece is only meant to face in a locked direction/axis and as the red and green pieces rotate the blue claw piece slides forward/up diagonally towards the…
I would suggest first do that bendy leaf shape on a flat surface, rather than straight on the cylinder, make sure that the outline stays in a flat plane. When you finished with the leaf shape use a 'bend deformer'(in animation menu) to bend it to the cylinder shape so that edges barely intersect with the cylinder, and do a…
You'll need all three axis if you want to drag an alpha on that is meant to affect more than one direction (as most are). That is where Orb's method will come in handy vs just wrapping standard brush strokes. Otherwise you'll have to draw down the alpah's you want first in the center of the mesh, offset the document to…
I really like how it's coming along, here's some feedback for ya. The variation in loop; having the cart coming onto one wheel is a nice touch. Adding to that, I would make the wheels wobble a bit, like they are loosely connected to the axle. (Maybe just try by shifting the pivot point of each wheel slightly off-center to…