It sounds good at first, but if you were to use any kind wallpaper with a distinct pattern (like a victorian one) or a brickwall on a surface that isn't aligned to the world-axis (like say a cylinder or a wall at a 45 degree angle) it would quickly break down. Should work well on more generic textures like concrete…
ack, yeh dock positions are retarded. fixed it now. it also has bay doors in the bottom now. hmm. i'm thinking maybe i could do the doors at a 45 degree angle as well. yeah, butt needs some hours put into it, its basically just a big block currently. i added some graphics to show what is what on this thing.
Freaky, it does it for me too. It rotates -180 when it should rotate only -90. Its set to -90 in reaction manager. Setting it to -45 (half) actually rotates it -90. I wonder if they broke something when they added the extra digits to hack in metacarpal bones in 2010? I've got to head out but I'll look into tonight when I…
[ QUOTE ] 1) Money / Industry Job 2) Second Monitor to replace the one UPS smashed 3) Digital Thermometer so I can tell people how friggin cold it is. [/ QUOTE ] 1) $45 2) Newp 3) Newp Not that I expected any of them. It's UPS I want to pay for my monitor They won't even return my calls.
Hey dudes I can't get max 09 running on my parents computer but I had zbrush already installed. Here are some misc sculpts, I'll post a work flow when I get back to chicago. Stay metal sorry for the delay. Samples are low on the render though. Both done in under and 45 mins or so. Stay metal
To be real honest, badly stretched armpits bother me more than stretched shoulders, but I wouldn't go with 90 degrees T-pose, but a bit higher than A-pose's 45 degrees though. Just to get enough anatomical definition for the armpits. EDIT: I do that only if the character's shoulder region isn't covered with clothing. If…
A week on UVs? I barely spend 45 minutes on my UVs. Figure out my hard edges or seams in my modeling package, unwrap in 3d coat, fix anything or mirror anything I want to stack in the modeling package, pack with iPackThat, done. I do like tweaking the vertex normals even though that has almost no effect unless you are…
well i was just using that gif as a general example. its not a matter of "hey im looking for a way to make a 45 degree segment on a cylinder" but moreso of i need a way to move, rotate, and scale, a segment or set of vertices without breaking my mesh's silhouette or edgeflow. there's tons of situations when i need…
It almost looks like a gun now.. The receiver continues to be very rude, but I'm slowly chipping away at it. The accuracy and all quads and no faked geometry rule is very tempting (not enough tho) to break on this piece, because the topology is quite frustrating. Anyway, as you can see, it's somewhere near the 40-45% mark.…
He pretty much shows it in pictures, and is using Maya, works like this: 1) Created tiling weave pattern geometry. 2) Added a duplicate to the top, joined and welded. 3) Rotated 45 degrees, duplicated to make a long flat strip. (then join/weld) 4) Bend modifier to push the strip into a cylinder shape. I'm not sure how one…