idk about the axe, idk what the meaning would be but i feel this could label you as being able to be axed, as in "used and tossed", after a game ships. That is what i see not to be mean or anything but an axe is not something i think about when i think art, perhaps a picture of yourself (in animated mode) with your thumb…
yes and no... ggx is seemingly becoming the standard, but a lot of people see this: (D * G * F) / (4 * NoL * NoV) and go "that's ggx". but it's not... it's the cook-torrance BRDF which allows people to use a whole bunch of different math for their shader. the most important part being D, for Distribution (or more…
Sup strangers! A very cool update on the Barracuda... it's going to be written about in a magazine! I was contacted a short while back by a UK publication (MOG Magazine) about my MogRod project, and chatting with the editor about our cars led to discussing the Barracuda and how they'd like to write about it in their sister…
Well day 2 of no inspiration what so ever so i started to doodle a bit. Was watching the hobbit and idk but for some reason i ended up making a hammer haha. Base handle/head i did in maya with some beveled edges and did the detail and finish in zbrush. Also painted it. First time doing any sort of texturing unguided and…
I'm in the process of making a low poly/mobile version of Miku Hatsune :D Ref (these were grabbed from Good Smile Co): Figuring out proportions: Model: For the hair, I did read in Hazardou's Miku pdf on how he made his hair. There is a small album I made on it was done for my model, based off of what was said in the pdf,…
Issue: For this backwards dodge animation I moved the character without moving the root, so he ends up off center of the root (the leftmost pose while the root remains at origin). This will eventually be exported into Unreal Engine 4 as the player's backwards dodge animation. The root (and character) for my other player…
Hello Polycounter! I face a big problem with an animated character. I set the first keyframes of an 'idle' animation (I have an armature for the character himself and one for his weapon), and set a 'child of' constraint for the weapon to folow the right hand. I insert 'whole character' kf in a new action called 'idle' Now,…
A couple more things: It isn't just freeze transforms that mess up my animation, its any adjustments I make to it period. Here is a link to the file. https://drive.google.com/file/d/12JB1s4RURfe8e3bM6y51A98mqoDFHKo9/view?usp=sharing To reproduce my problem: Observe the idle animation from frame 0-30. Jump to frame 40, make…
When maya renders a depth pass, it does so as a one channel image. Apparently TIFFs don't like that. You'll need to use an image format like IFF or OpenEXR to get a depth pass (Note that you'll need a plugin to open IFFs in Photoshop, and you'll have to use a compositing program like After Effects to access the depth…