Here is the progress in the Mount so far, been busy with school but we can still make it, the chest piece is getting re designed because of time constrains, the progress soon! Rear Leg Front Leg Thanks to anyone that commented in our thread
constraining stuff to the camera, once I put a plane with an image in front of the camera, with a screen shot of what the guy was working on, he was soooo confused for a minute or 2 why nothing was clicking or rotating.
He's not constrained by the rules of your pitiful man-belly. Looking nice, mate. Theres something erking me slightly about.. something but I can't for the life of me work out what it is.
@BilguunEscape "To be honest, anything that can just give me chance to start you know. I just want to be part of a team." Aside from entertainment I'm curious if you'd thought of exploring other sources for CG derived work opportunities? (naming a few) * Military - training sims * Architecture Viz * TV promotion or…
Per-pixel displacement at render time was a thing long before sculpting and definitely used on these late 90's and onwards films to detail surfaces. Pixar Renderman had it pretty early IIRC. So what you needed was a displacement map that contained the detail you were after. You could paint that in Alias Studiopaint onto…
Its not quite that easy.. ..Myself for a quick fix il duplicate the object and its animation, put it into a group scale it (usually minus x) and il constrain the object to the new scaled version.. not perfect and results may vary but for me thats the quickest and easiest solution.
I'm currently working in Photoshop on a 4k map and i want to down res it to 2k. I have heard that there is a preferred choice. do i use Linear, bi linear. bi cubic, and etc. and do i leave on scale styles, constrain proportions, and re sample? Thanks, Reed
I've nurbs modeled a head. My avatar image has a lot of nurbs in it. A long time ago nurbs was considered the only way to model an object with complex curves. Nurbs modeling a head is incredibly difficult. The topology rules of nurbs patches is very constraining. And deforming nurbs will often develop cracks between the…
Yeah, that is so annoying. I don't know what causes it, but whenever that happens I just use the freeform transform to scale the object. Hold control as you scale to constrain it to your original proportions.
Add a joint / bone / deformer (depends on how you call it) where the pad is meant to be. Then constrain it with 50% weight to the forearm and upperarm. Voila it won´t deform but move with the arm. The straps can stay like they are now since you want them to deform with the arms.