Looks really awesome so far! You may want to consider changing the position of the axe, put it in a more accessible area to show that he uses it for defense and utility frequently in his travels, doing so would also break up the verticality of the pack and make it more interesting to look at. Just a suggestion though.…
That's looking great, I love the color palette! One thing that bothers me is that the rocks in the last picture are so full of details and lines that my eye can barely read what's going on there. It's visually a mess. One thing you could do to improve reading on this particular picture is to make the lines in the rocks…
I'm using it to recreate a mouse cursor, so I mapped the X and Y positions of a textured plane to my mouse's horizontal and vertical, then I just mocap another sequence whenever I want to move the cursor somewhere. Also using it to mimic orbitting the camera manually. Looks great. Though yeah for the hand-held look nothing…
Update with : Bound box selection : place the origin to the vertice/edge/face of the objects bound box UV map to background image coordinates (rotation not supported for now) : And vertex group selection in VertexPaint mode : https://youtu.be/D2yZJpOs6SA All the scripts are available here with description of how to use…
it's under Rigging menu set Constraint -> Point On Poly constraint. Attaches a transform to a poly mesh or nurbs surface, the surface must have UV data I believe. nConstraints are for simulation objects. you do need one of those to attach the vertices of sim fabric mesh to the character. Don't remember exactly which one,…
With cylindrical mapping, it'll choose one edge of the projection cylinder as the vertical seam. You should be able to rotate the projection to align that edge with the seams you want it to have. However, you'll probably have better results with pelt mapping as you can then select the exact seams you want. And then hammer…
liking the rest that slides in/out instead of folding, just make sure there's a good way of securing it in that position because there'll be a lot of force in it.. not so sure about the compact mode, there seems to be little space for the thumb, maybe make the rest horizontal instead of vertical when collapsed and a teensy…
Great stuff for so little time! Again would be cool to see it sped up a little, and something I noticed was a lack of any cover on the ground - if the character can jump/move vertically, it'd be cool to have a few pieces of cover now and again, if you can work it in somehow where it doesn't look too out of place with the…
Looking at max channel infos, on a 8066 vertices sphere mesh. mesh : 419kb vsel : 32kb (don't know what this is) alpha : 193kb illum : 193kb vc : 774kb map: 294kb so alpha+illum+vc = 1.13Mb total : 1.86Mb More than half of the model weight is dedicated to the vertex color and alpha, so maybe that's what they mean by heavy.
Its a red wheel, if you go to the wall opposite the entrance it looks like you're standing in, and then turn, look towards the entrance. Scan the pipe running vertically from the floor to the ceiling, with another pipe connected to it diagonally. Thats where the red wheel should be...its going to raise the water level...so…