Hello all! I'm trying to develop my 3D skills, particularly GLSL, but unfortunately I've gotten a bit stuck as I want to do something that I can't find any online documentation for. I've been a longtime reader of Polycount so I thought I'd sign up and see if I could get any assistance from the community :) Within my shader…
I just wanted to announce that I've updated Nightshade UV Editor to 1.3 and that it can be downloaded from Creative Crash. DOWNLOAD: http://www.creativecrash.com/maya/script/nightshade-uv-editor New: -Manual added -Randomize shell functionality added. Randomizes shells on an individual shell basis! -Snap shells (9…
From your screenshot, it appears that you're translating the knee joint in space rather than rotating the joints. Thats why the area of the model skinned to the first leg joint is still pointing downward (rather than toward the knee) as it hasn't actually rotated. Also you seem to have weighted too much of the upper leg to…
@Prtofdacrowd: It could be a very good work indeed, I agree all the assets would have a bigger "coherence" but I really wanted to make "real game assets" for this diorama. The Next One maybe :D @Aga22: :D Funny that you said that: The first idea with my lead animator colleague was to do EXACTLY what u're saying: a little…
Bone based, rotation only rigs always look like crap, always. There has been a lot of impressive rigs that really pushed what rotation only could achieve but at the end of the day they still fell short. Translation and rotation bone based rigs can look pretty decent, but you still run into a lot of limitations that…
I use a wacom with Max sometimes. It works pretty well once you have it all set up. I have the button nearest the nib mapped to middle mouse button (so you can "alt-middle mouse" to rotate view) and the button nearest the eraser mapped to right click. You'll also want a hot key so you can pan the viewport (this is Z-MMB…
The seem looks like it's coming from your normal map contribution to the baked lighting. Your UV1 and your UV2 tangents are different. Broken/rotated 90 degrees... Try rotating your lightmap uvws for the top of the canister 90 degrees and baking it again... if that doesn't fix it, try making your UV1 and your UV2 more…
Just a little update for those who might be interested, I created a little macro as a workaround for that: macroScript Move category:"BTK Scripts" toolTip:"Move"(actionMan.executeAction 0 "50001" -- Tools: Select and Movemax movetmGizmos.useGizmo=false --turn off gizmotoolMode.coordsys #screen)macroScript Rotate…
I like the model. Here's a paintover with a few suggestions: In figure A I shifted the top over. The legs as they were would not be able to support the weight set back that far. In B I suggest raising the deck and setting a cylinder or something to show that the top is able to rotate freely. I see that the gun turrett is…
Yeah, I know there's a better way to set up the twist bones so you don't get that extra rotation, but I haven't done any rigging in a while and never got around to figuring it out exactly. I'm pretty sure you need to go with more than one helper object between the hand and twist bones, one for the twist rotation axis, and…