Call me crazy but at one point I did consider concentrating on animating and then creating a new JKA skeleton that has bones for capes, wings and such. As for the limit, I recall a 32 object maximum, so that's up to 32000 vertices. I probably won't need that much but if I do decide to go for a relatively high-poly model,…
Squares in characters are bad. Squares are hard, 90 degree angles, found in machines and architecture. The body is soft, bend, it stretchs and contracts. The muscles flow into one another. Burn your ruler! Bin that 90 degree angle! Love the S curve! Oh, and there are way too many polygons in the hands compared to the rest…
not bad dabu, rooster. to get an accurate direct highlight on the floor, run a perspective line from the roof line to the VP, then put a lightsource point anywhere you like on that and project from the lightsource through the door's window frame onto the floor. Drop some lines vertically from the window frame to the ground…
[ame] http://www.youtube.com/watch?v=lu6RdGXH40Q&feature=related[/ame] Man, hard to find good clips of that game. I really liked Lament of Innocence, it had the same kind of tone that Super Castlevania IV had (my favorite of the series, and one of my favorite games period). It looked like it was heading in the right…
It can be spotty. Sometimes I just need to restart Max. Make sure the mirror plane is at 0, and adjust the threshold. Also note that mirroring weights works off the position of the vertices, and the bounding box of the bones- which means if you have multiple bones with the same shape, this can mean a problem when…
You had a good idea trying to maintain a centre of gravity, but i think that different parts of the body will mass differently, and the effect is that the "dead centre" line you have running through the form isn't actually where the weight would distribute itself- i think that to get the weight sense you should push his…
You can't really lock the colour per say, but you can lock the translations. As a workaround you can set a vertex colour key so if you accidentally paint over it just move the time slider back to zero and your colours will return. Here is the tutorial. Before beginning, make sure the object has some construction history.…
c'mon, connect is used to draw an edge between selected vertices, in more advanced implementations it accepts selected faces and edges, too - subdivides and conncets accordingly. it's used to build up geometry, not to reduce it like target weld. btw. maya's bevel - at least in the versions people complain about here -…
Hm, she's looking good overall. Just a few things I noticed. The textures could afford to be sharpened up quite abit. They look as if they're painted right on the model (yes, technically thats what it is, but we don't want it to appear that way too). Silhouette wise, the hands are quite flat. Round them out - and how you…
Model from more than just a side reference? It looks like you're modeling from a side ortho only, so you're keeping everything on one plane, which makes it look very boxy. The covenant guns in Halo (that is a halo gun right?) are pretty curvy, try modeling those. it doesn't matter if you start from a box or a cylinder or…