you mentioned that this is an university assignment. I assume that would mean that there is a teacher somewhere close to you, at least during the week days? have you tried asking your teacher at all? the questions you are posting here are as basic as they get. first you had problems with the skin not sticking to the mesh?…
I don't know how to do this in Max, but if you are on Maya, you can bake all you maps to arbitrary meshes, eliminating the need to redo a lot of texture work. Saved me a TON of time. On the character I am currently working on, I redid the UVs 4 times while painting textures the whole time. In fact I had the textures about…
Hi! Jumping out the most to me, is that the legs are too long. To get closer to the concept, I would measure (in head units) it to extract the proportions. Could even create a simple skeleton early, that way you could check with your blockout that key poses work before going into much detail. When evaluating, I would do so…
show where those controllers are located in the outliner. fully expand so you can see any constraints involved. what is the rig? is it advanced skeleton? if you use the IK controllers, do they not behave as expected?
Camera path too hectic, straight path? simulate physics/damage? Dust particles. Adventurerer details? Rope, tunik, ... Current process uses Rigify. Faster using mixamo? Use a unified skeleton - reduce time spent by using stock animations? rowdy weather sea beast
I'm curious how your posing the character? Are you using an auto rig or a rig from scratch? Or are you using Transpose Master in Zbrush? If you're rigging the character you're going to have to get used to skinning properly (or as properly as you can for some nice poses). I like to use Advanced Skeleton to rig my humanoid…
Yeah, besides the two things I mentioned. The Lincoln logs were the next thing I noticed. That's an easy fix. That's about right on the story. Guy falling out of the sky jumped from the glass thing and is going to rambo the hostage platform. The guys on the roof to the right are trying to save the hostages, but one guy…
The wiki is a great place to start learning things! http://wiki.polycount.com/ The mesh that goes in-game is not subdivided/smoothed. For most modern game characters, a high resolution model is created with many millions of polygons using a combination of a 3d modeling package (ie, 3ds Max, Maya, Modo) and a sculpting…