I'm getting really frustrated with these legs because all the pants I see for real are rifle with vertical folds and creases, and no matter how exactly I copy them, on my pants they just looks like horrible tentacled growths or something. Top images are the too many wrinkles, current legs, and a horribly failed attempt to…
Well as Cheese said, this SHOULD be something handled by the programmers... Pose/morph targets should only store vertex information for vertices that change position. Try to press them a bit more or maybe even postpone a solution... pipeline for something like this is going to be a bitch, likely... Anyway, in 3dsMax, you…
Hi there! I have used Maya for two years now but I am now having to move over to Blender. As I have been teaching myself Blender I can't seem to get used to the gesture-based movement system. I know Blender has the Gizmo tools and I have set the tools to the corresponding hotkeys for the gesture-based movements and…
glad it's working. I can imagine there might be some issues with the numbers in the material editor vs designer. the uv coords may even be flipped vertically. I have a much more robust version floating around at the office that allows you to specify exactly which UV tiles go into a mask but I'd have to sit down and make it…
Hey guys, Ive written a quick mini-tutorial for pulling cubemap and portrait background content out of the Dota 2 vpk and into Marmoset Toolbag 2. First off, a big thanks to Drew Watts who helped me out with some of the info here. What you will need: 1. GCFScape 2. VTFedit 3. Marmoset Toolbag 2 4. Adobe Photoshop or…
Upon further investigation it seems to be linked to the unwrapping. It looks like rotated uv islands throw off the normal map direction. (That is, I "cube" unwrapped the vertical boards and then rotated the result by 90° in the uv editor, to follow the wood grain of the texture along the mesh.) However, on my second image,…
If you want to fix the topology you must merge the vertices that are very close to each other and connect the rest with other vertices so they form quads and when you hit "3" the mesh smooth well without any n-gons ( n-gons don't smooth well ). If you don't want to do it manually try using this 2 commands with the mesh…
Almost a year has passed from the release of Octopus and here is a bunch of gif animations showing you, what you can do with it. The list is not full at all just the fraction of the thing which you can do with it. Most of the menus are using a Hold and Release behavior. This means the menu is active only when you hold down…
Hey, fantastic work, looks like some real juicy food! The anims are nice and bouncy too. *EDIT* Refreshed the page and you've already done an explanation, you crafty bugger :P Will leave this here anyway. There is no lies here! Looks to me like there is just a couple of different vertex offsets happening at the same time.…
This is great, love it so far! I think it would help to add some dirt along the edges of the walls where they meet the vertical beams. You have a bit of this on the stucco wall in the back, at least on the wagon wheel side. More of this, all around, would help soften the abrupt transitions. Also where walls touch the roof…