Hello everybody. It's been forever since I didn't publish here. I almost forgot actually x) I spent most of 2023 working on this guy and actually had lost most of my drive for the project as early as April !! It felt like I was an hostage to the artwork... But I sticked till the end ! And today I am free. Finally free...…
I see. That's a good idea, like I could align the bottom of the UVs to 0 on one channel, and align the top of the UVs to 1 on another channel, and blend with UV channels. I think that could work.
I'm by no means an expert, but I feel like they don't pop? I think it's the lighting. They're not flat, but I feel like it doesn't really make them stand out; I think perhaps more contrast could be good. Darker shadows, and lights positioned so the shiny parts really catch the light and highlight the details, like the…
And I'm back.. yet again! First thing that I wanna tell is, that Gul'Dan bust resulted in something I didn't actually expected, who had the genius Idea to try and find some references directly in the game? ME! (what a pathetic excuse) Let's say a few months of my life were wasted in WoW classic again. Anyway, after…
wondering how best to handle having extra joints in a rig for handling things like carried objects, attachment points, attack points, interaction points. These should be outside of the skinned rig and free floating or still under a root bone at the origin and then just excluded from the skin binding? For something like…
EDIT: Stil not working in Maya, but blender did it with no problems at all. I´d still very much like help, so I can do it in Maya in the future, since I´d rather stick with Maya. (I have no prblem with blender, I am just a Maya lover ;P).