Oh yea speaking of Skin Utilities they modified it slightly when they included it in the skin modifier. In the Skin Modifier you can also save the weighting, envelopes and custom vertex weights using Advanced Parameters, Save/Load. If you've changed the topology you will want to uncheck "Load Vertices by Index" when you're…
Glad to help man! yea, its getting better with every update. No need to rush it. As tits and disarrary said there are a few things you can look at in terms of measurements to get the proportions right. Main thing is the lips... you want the corners to extend about to the mid eye, if you draw a vertical line. Also the eyes…
Still having trouble with this unfortunately. The mesa addon still wont export our files and the fbx file wont import into dota.. The error "Zero skin weights on one or more vertices" appears in the dota importer when importing the fbx. It then tells me it failed to find the attachment point I specify. I know for a fact it…
Hi just saw your image in the WAYWO thread thought I'd reply here. The first thing I notice is AAH! COLORS! :) I see quite the saturated green and quite the saturated red and some brows but nothing that really ties that together. My advice would be to try and get that red more to an orange hue, since that usually goes…
no, they absolutely botched it during the development stage. using outdated gameplay models, vertical progression (which has been proven to be unsuccessful in new mmo's time and again), making all the same mistakes that mythic/bioware-mythic made in WAR on the pvp side of the game as well. they absolutely proved that they…
@igi Thanks for the quick response! I assume that you're referring to UV channels with "UV map name". As far as I'm aware, it's impossible to remove UV data from a mesh, the fields for those coords are always in place - at least in the FBX format I'm using to import the geometry to Modo. Would simply offsetting or…
low odor: Thanks, but that is changing the axis the the UV texture editor is using. I honestly have no idea what use that would have though. Noors: I use it mostly for architecture. I could planar map a piece of modeled trim, for example, and snap the edges to the edge of the UV space, then unwrap vertically. That way the…
Oooh yeah ! So solid, and so fitting :) Regarding the bird animations : while there is no way to add extra bones for such needs, there *might* be some clever tricks you can use in order to add at least some hint of secondary motion. To do so you could try to weight the vertices of elements like the beak and wings very…
Overall, great resemblance, though I would use more seperate objects in your modeling, such as the shell release cover and grip. There is zero need to model everything in one piece in a case like this. It will result in better bakes as well when using separate pieces, that way you can do explode style bakes to get better…
Did you freeze transformations and delete history before you exported? Are your materials set up properly(Illum for 99% of assets) and your textures of the proper format(Terrain, Sky, MergedDetailMap, etc.)? Do you have any overlapping faces or extra vertices somewhere? Also, have you adjusted the lighting at all? Strong…