Xray unwrap 1.5 will be available soon by the way. This update will be included in the unwrap modifier, and add powerful tools like auto uv packing and rescaling (according to texel-ratio), according to the demo video. http://www.raylightgames.com/2010/05/sneakpeek-xrayunwrap-15-rc1/
@OrganizedChaos : Yeah, I was there for the last ~1.5yrs of Geist. Probably not going to put up wires/textures for now, maybe on new personal work. @ZacD : Mental Ray, modified Arch&Design materials, zdepth pass + lens blur and additional color correction in PS.
Torrrtilla: people usually these days model in modified T-pose which has the arms down to about a 45 degree angle. Some people still use the straight up T-pose though. Whatever works and the person is most comfortable with is the way to go.
yeah its more or less like working with nurbs patches i suppose and there seems to be a lot more tools these days in max for patches. Actually you can convert a quad model to a patch model and maintain quad patches using 'turn to patch' modifier
Open up your listener, select your skinned object, and evaluate this:skinmod = $.modifiers[#Skin]for i = 1 to (skinops.getnumberbones skinmod) do(format "%n" (skinops.getbonename skinmod i 1)) It will print the bones to your listener, paste into a text file of your choice.
Relax Pro is a modifier for 3ds Max that smooths meshes while preserving their volume unlike the standard Relax which shrinks them a lot. You can set it to slide vertices over the surface so no volume loss happens. Get it from https://mariussilaghi.com/products/relax-pro https://www.youtube.com/watch?v=lKXZyLFVols
Hey! :D Made some teeth! These are not anatomically correct teeth, I created them based on my raw perception to what teeth look like, I may modify them at a later point :) . They should be good enough as she won't really open her mouth a lot. - Andr
HI everybody ! Huge thank you for your feedback ! I didn't expect that. Your advices are really handy. I modified lots of things (and i made lot of screenshot !) The headmesh is a basemesh i find on "makehuman", i thought it was better to sculpt it on a soft like zbrush. Here is the results :
This has been around in various forms since 2008 although they've fixed a lot of the really nasty issues. As aid, its having big stacks of modifiers working on subobject selections that makes it more likely to happen. collapse the stack a bit more often and you should be able to avoid it
How are you importing the models? If you use fbx, you have a choice to import the smoothing as smoothing groups which is most probably what you want. If you leave that unchecked, it will import is as explicit normals which are not supported by some modifiers (like Edit poly which clears them).