So below here, I have taken a screenshot of the top of the head of this robot that I am working on. Now, this seems to me like it would be something simple. But I can't really figure out how to set it up how I want it. The red object is his head, the yellow the antenna, and the green is just an object to be fitted onto the…
Thanks Eric . I actually meant local files and backups searching , not internet resources. Those texture libraries are nice indeed but never provide you with something exactly what you want and usually limited to small 2x2m patches that gives very distinctive look to game environments lacking mid-frequency details across…
check this out if you want to share one rig between multiple meshes with proper weight painting/deformation http://forum.unity3d.com/threads/65085-2-Meshes-sharing-same-animation-through-one-bone-system-character-controller i've used it on a few projects in the past and it's a big help with performance and keeping your…
I’m using joints attached to curves to control the eyebrow, eyelid, and mouth deformations. My nodes are as follows: curveShape.worldSpace > pointOnCurveInfo.position > joint.translate What this allows is, for example keying the bones’ position along a curve. This works really nicely in making the eyelid bones curve around…
When I switch the foot from IK to FK, it rotates the foot and toes for some reason. It's very annoying. I don't want it to do that. Here is a short, short, short video of me explaining the problem and demonstrating it: https://www.youtube.com/watch?v=mKUsUJD8Lmc 3d studio max 2014
base male for the game, and a couple questions. I would like to use this base male model for every male human in the game, and maybe a couple monsters. Will i be able to: a) tweak verts and the textures butmaintain the same rig/weights so i can use the same animation? b) add armor and accessories by dropping floating…
For rigging/animation you should have a look out for the CAT tools a pretty powerful package from what I've heard and seen (did not try it out yet). If you can't get ahold of that you can always use the character studio biped, saves you a lot of time regarding bone placement/hierarchy and ik setup, but you would still have…
Yay Ive nearly finished a model Here is a Model that Ive been working on for the last month. Hes probably 90% done. He is an Indian dude for UT. He is 4075 polygons with one 512 map for his head and one 1024 for his body both textures are 100% self illuminated. I have rigged him and done some simple walk and run…
Neko Productions is looking for a passionate 3D Rigger to work remotely.The job requires creating rigs for realistic/cartoony 3D characters in Maya(including facial rig).Candidates must have a strong technically oriented mindset, as well as a strong sense of human anatomy and joint placement; Experience with Maya. Job…
Hey Guys, Here is a build I've put together. I am a complete novice at this, so was wondering if any of you vets could check it over for any problems or compatibility issues. This is going to be used almost solely for 3d/2d work. 3dsmax, photoshop, zbrush primarily. *Korean Won 1000 = approximately 1 US dollar (a little…