If you're comfortable enough with html and css you could indeed have a go at building your own wordpress theme, or modifying an existing one. Even if you're fairly new to it, you can swap out some color palettes and background images, which should go quite a ways.
Once you apply IK, you can no longer directly transform any object in the IK Chain. To swivel the knee there are two things you can do: 1. Enable Select and Manipulate and modify the swivel gizmo. 2. Set a Swivel Target object in the motion panel. This is the preferred method.
It's best to avoid object space scale entirely, its a source of massive numbers of problems in every area of 3d from modelling all the way to rendering. You should allways reset your xforms after OS scaling. or just use a xform modifier to do it(this transforms the vertex's of the model)
I completely agree that the modified image is not really accurate. Plus, I'd say that any comments, useful or not, can help in some way... In the end you just have to take it face value. It can be an opinion, an accurate critique or just a matter of taste, but it should all add up anyway.
Thanks interrogator. The surface detail for the normals were created using Crazybump. I used a modified version of the diffuse to generate a large detail pass as well as a high-frequency detail pass. That way I could tweak their opacity independently when combining with the bake. Thanks DWalker for the useful feedback :)
Ok I figured it out. You can't change the dynamesh's resolution unless you first modify the subtool. Ie, you must make some change to the subtool, no matter how insignificant, before you can change the dynamesh's resolution. BTW, I said "similar" to subdivisions lol.
Hmm... Strange one. But here's a quick way I might do that. Select > Colour Range > manually select the saturated colour areas using the +picker tool and adjust fuziness. Once you have the selection you can modify (in select menu) it with smooth, expand, etc. Any good?
Creating sound effects is like texturing. Its good to find recorded samples (or record your own) but you still need to mix, blend, and modify them to get your sound effect. Recorded samples are like photo sources in texturing, they are just resources used to get to the final result.
Played around with Hair and fur modifier in max and pretty happy with the results so far, still need to delete a few unseen planes and clean up some of its positions. Also worked more on the textures, where I used the polypaint from zbrush as a base texure in 3Dcoat and photoshop.
I actually did fix this by modifying the Highpoly. I was exporting these out with default .obj settings from Max. Even though the highpoly does not show these strange artifacts I added more supporting geo (just a quick turbosmooth by smoothing group) and exported it out - BAM. back in business.