'Bone indices are out of range' I'm assuming this has more to the number of bones. Do you have the root bone? Extra bones? Then there is the 'zero skin weights'.... You have a vertice or more that isn't weighted. I always rig the entire mesh to the root bone FIRST. Then skin to the bones you actually want it on. That way…
@xpload - qwigallo is right, the textures are really important for low poly models, study them and learn what you can get for you item @zicov - i like it, simple but a very good ideia it just appear a litle flat from the front, how it is looking at the side? @feracon - you can use dota 2 test, compile your item and replace…
In my opinion, a lot of this can be properly solved by 2 things. There is nothing wrong with showing off skin, that's not the point. Design integrity of the concept is pretty much on trial here. What is showing off massive cleavage bringing to this character, to this piece? Why is it there? How functional is this armor?…
By alpha,do you mean alpha channel? I've looked at all my textures and all of the maps have some things of it(except detail and fresnel). All of my normals face outwards. I don't know if I rigged correctly, nor do I know how to check. I was told just to put the bone on the center of the mesh (I didn't do that, i put it at…
I'm having an issue that I can't understand, much less solve on my own. I'm making a Doom set, and I'm currently working on the weapon. It has a particle mesh, and it works perfectly as long as the sword is the only thing loaded in the importer as seen in the left hand screenshots. However, as soon as I start importing…
I've resolved the issue with the previous error and have the importer showing the model but now my inexperience with bones is in play. The helmet is extremely small and binds to what looks like the root bone even though its weighted to 0. Ill just list out what I did in order so maybe someone can point out where I went…
Thanks! i actually tried something new and rendered it in zbrush, it gives bunch of nice masks and you can bake the lighting and materials and on and on. Might as well share the wisdom. First of all, you import the hero model you decompiled/got in the archive. Then you import/merge your items and they should stick if you…
Yes, its a book/tome. But yeah, I'm still fooling around with those, not entirely happy with them but I got some ideas thanks :) I'm using the SMD files I got from decompiling the MDL files using StudioCompiler. I never really used FBX files, but people tend to have problems with them. If you want I could upload the SMD…
@marul: The Normal in the Max shader (that Drew and me concocted) can be inverted, hence why I said Flip the G channel, since that solves 99% of the seams issues related to the Normal map. So yes, what you see in the Max shader is correct, but not if the Normal map's Green channel has been flipped and IIRC, Max channels…
This is how I would approach the retopo: Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume…