The CPU could only do integer math instead of floating point. Vertices were calculated along a 2D pixel grid at low precision causing them to "snap" into position.
I don't think it's characterization, checked that a couple times. HUMANIK also gives a green light. Character is facing in positive Z hips are aligned, arms are aligned and parallel to the grid.
The only way this is getting more 80's is if it puts on a pair of Ray-Bans. Well done. I'm surprised there haven't been more vector/grid type designs yet.
It's looking fantastic Rollin, how did it look like before the paintover? Looks a bit like some Zbrush matcap, but theres also a 3DSMax grid right? Looks great!
Thanks for the responses, I figured I'd probably need that type of triangulation instead of perfectly gridded quads. But I've never done anything like this for a real-time sim before.
use xgen If you make a curve, select the verts on your animal and run this (nasty mel I googled cos I couldn't be bothered to write any python at this time of day) it'll distribute the curves at each vert. (curve1 being the name of the curve) . You'll want a better script as this doesn't appear to take into account mesh…
Notice how the handles along the Y-axis are locked symmetrically by default when creating a patch grid. How do I unlock the handles so that I can move them independently of one-another?
Fun and quite a hard challenge organized by No More Grid Discord server. Big thanks to Romain Lambert for creating this challenge and help. Arstation link: https://www.artstation.com/artwork/3oWenD
For scene scale, I just adjusted the grid size. No changes in the preferences cause from past experience changing it to meters or so it gets funny. Grey = 10cm White = 1M