Greetings, i'm trying to simulate the behaviour of an object which position is ensured by a torsion spring. My goal is to achieve a bar that is on a vertical position and when is pushed, rotates until a certain angular position, if that push force stops it returns to its equilibrium position (vertical). So any ideas how…
I never understood why this wasn't added like years ago. If I remember it was something they kept saying they would add but gets pushed back everytime. I am wondering if this won't get pushed back again till say 2 years later.
Audi - I'm totally rocking this music from now until the end of the competition! As for the face, I'm trying to play with proportions a bit to push him more towards stylized. In the paintover I actually pushed in his jaw line a bit to thin out his face.
It's nice :) a lot of improvement! I think the model itself looks a bit flat, try and push the silhouette a bit more from the side view. You;ve already done this for the mouth and the chin, but this could be pushed a bit more :) Make it look heavy! Keep it up!
make a clone of your mesh, apply a negative push modifier that way you can push the mesh to be ultra thin string at the center of your cylinder.... then make the spline using an edge loop, now you have a spline running at the center of your old cylinder.
I will never catch up but in all honesty, that is ok. Pushing yourself and having a good time doing so (while working with / talking to talented peeps) will get you where you need to go. Just keep pushing yourself and have fun doing so :)
I second that, some detail in the center to lend it context would go a long way. Also, try pushing the shape language a little more - at the moment it's almost a hexagon, so try and push some curved, smoother shapes that break the flow of the shape in some way.
Looks like the pieces pointed out by the white arrows are coming from the other side of the building. Did you reset the Projection cage, then manually Push it back out? Maybe you pushed it too far, or maybe you used a very large ray distance.
I have had this problem before, it happens when both meshes are identical, if you add a push modifier to one of the meshes you fix it. You may set a really low amount for the push value, 0,01 is enough. This way you may leave the supersampler on.
Hi! I tried to push the atmosphere in this piece, however something bothers me. Also, I have concerns about the right shore - I'm not sure if I managed to push it from foreground into the distance successfully. So, any advice or critique and overpaints are welcome! Thanks for your attention and have a nice day!