I think you should keep an eye on what car you're researching. You say you want to model a 2004 Corvette ZR-1 but there wasn't a 2004 model for the ZR-1. The recent ZR-1 was in production between 2009 to 2012 (C6) and the previous ZR-1 was in production from 1990 to 1995 (C4). Also, you've got reference images of several…
Try this : geometryConstraint -weight 1;normalConstraint -weight 1 -aimVector 0 1 0 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0; To use it, select an object you want to constrain to, then select your bolt. Then run the script. You should now be able to drag the bolt around with the middle part of the move…
Honestly, I would say setting up bakes to do this is the hard way. Scaling the UVs, re-exporting, then combining the maps Photoshop would take very little time with fewer overall steps. But yeah you can bake the maps in Toolbag, what you would want to do is: * Create a copy of your mesh with the new UV layout * Export both…
I completed this yesterday after working on it for almost two months in my spare time. First time doing hard-surface in a long time (at least over a year or two). Pretty proud of it! Original concept is by Daria Miyako (with her permission). Her work is here. I shared this on my ArtStation as well here. I rendered this in…
i know its been a few months but, here it is: https://www.artstation.com/artwork/1nqv1K Finally calling it done! Its been a journey since i wanted to do a couple of things different this time. First off, I've used a plugin called Custom normals tool by Ben Boscher: https://www.artstation.com/artwork/lV9Bl5 to get those…
Try this: fn averageColor colors = The last line applies the function to currently selected object, you can just as well loop all the geometry in scene instead or loop multiple selected objects instead.
ahh I decided to make a really simple one that just snaps to the position and rotation of the last selected object you can set it up to a hotkey or something until MoP+Rob finish a more fleshed out one [edit: alright I'll just post the code with wonky formatting. It's pretty simple anyway] { //snaps to last selected object…
Here are some lighting updates! Shot 1 I keyframed some blocks to balance out the foreground and midground. Feel free to check them out in our next animation update! Shot 2 Shot 7, made the lighting darker to show more neon colours. Shot 8, made a node-based material for the background Shot 14a lighting and setdress, faked…
it makes it inconvenient but as stated above you'll get a more accurate idea of what the distortion will look like on the final asset. uv interpolation is a dumb linear operation and edge orientation can make a pretty significant difference when a quad deviates from a 1:1 aspect ratio to counter distortion, add geometry.…
Super broad question that has no real answer. 1 day = 8 hours 1 week = 5 days Modern main character? 4 to 20+ weeks. Modern simulation-game car? 3 to 10 weeks. Modern First Person weapon? 1 to 6 weeks. Modern tileable texture? <1 to 3 days. Modern simple prop? <1 to 3 days. There will be people that post after me to…