I had a chance to see these in person. Absolutely amazing, considering they were chipped and polished from blocks of solid marble. Talk about patience and persistence. No freakin UNDO hotkey. We were talking about St Peters Basilica today for some reason. Reminded me of this one, tomb of Pope Alexander VII, another…
It does yeah, but we havent tagged real time light to the models yet (via tagging in the skeleton, full real time lighting ftw!). The enemy is orange, the good guys green. Each class/character has lights on the back and front, and are not exactly "in your face" but are enough to make it easier to spot your team vs theirs.…
Ok then maybe experiment with different stand something like second image 'collapsed skeleton ' or 3rd image knee forward hunched back to counter that ,shoulder down , just and idea .Shes in pain or indifferent ,depressed or what ever find a way to show that visually use cliches if you have to .Maybe try to define her in…
To model it neatly what you want is the median curve or a straight Skeleton of each letter's ngon. AFAIK the only 3d package that has a tool built in for getting these is blender - I'd be surprised if you couldn't use houndini's volume tools to derive one though. In max you can get halfway by doing an Inset and then…
Quaggs: - Thanks and yes, that is kinda correct - girl in photo had that kind of wrist too - But, i have found this kind of wrist problematic for skin/weighting and setup, that's why i favor simple tube like elbows and wrist - they deform better - Or maybe i'm just lazy - Same goes for forward bending knee and angled elbow…
I've restarted texturing this git a few times now, I just wasn't happy with the way it was turning out. This time I've just gone for a more standard method of an overlay to give colour variation, and painting colour tones on top. Going for a lobster type look, at the moment just focusing on the exoskeleton. Once that's…
I'm trying to make a character using the UE4 mannequin rig, but I cant seem to get the translation retargeting right. Heres how it compares to the mannequin. The bone hierarchy is the same, and Ive used the same skeleton. Ive gone and done the suggested tranlation retarget options in the ue4 documentation…
I'm having a very annoying problem ATM when compiling for source engine. Where my character's wrists seem pinched. I am assuming they are rotating a full 360 degrees. Though I am not fully experienced in 3ds Max to determine if the bones are aligned to one another down their hierarchy. Note: I am using a standard…
Goodday gentlemen, I have a problem with a part of my model. I have made a model of human, fully rigged as far as my understanding of rigging goes, but whenever I move the wrist control the pinky finger moves while the skeleton and rig of that finger don't move. and this happens on the other hand as well when I move that…
I need to rig a few monster models that the biped would not fit very well. Like a monster with a snake lower body and a human upper body. A two headed monsters, four armed monsters and things like that. Could I modify the biped or should I create a skeleton my self from bones?? I have only few months of rigging experience…