MMA10 Out of memory - Please re-boot your system RMN20 Windows Vista: Need to have Service Pack 1 or higher to proceed. RMN30 Windows XP 64 / Server 2003: Need to have Service Pack 2 or higher to proceed. RMN40 Windows XP: Need to have Service Pack 3 or higher to proceed. DD3D50 D3D Error - DirectX 9 video card required…
Boredom's Products is currently seeking a skilled modeler for their debut iPhone game, a parody of Japanese game shows targeting casual gamers. Preference is given to modelers with an expertise in character models. Please contact Brandon at jobs@boredomsproducts.com if you are interested. Or, fill out an application.
I downloaded this to deal with a bad blendshape target: http://olygraph.com/2013/maya-how-to-transfer-vertex-order/ Unfortunately, after I installed and activated this plugin there doesn't seem to be any menu or context option to bring up a GUI. What am I missing here?
benefit of splitting into polygroups like that is that you can easily hide one part if it's in the way of another. makes sculpting things like the inside part of the lips easier, or if you need to open the mouth for a morph target for baking it's easier if you can mask by polygroups.
Yeah if you show your wireframes and UV's and state what your target is, and you are posting on a regular basis, there is people who can help point out what you can do better. It's just people helping people, not like a service or anything.
In my experience a facial modeller primarily deals with creating morph targets/blend shapes to be used in facial animation. Not to be confused with a character modeller/artist which would normally be the person to create the base asset first. Obviously there's bound to be plenty of overlap between these jobs.
Hi there LN, There is a lot of good advice in this thread already, so I'll just repeat it ... in a more visual manner. This is how you presented your Lego pieces : But this is how you *should* be presenting them : In other words : know your target, then aim for it or higher !
For some reason SSR doesn't seem to work in this project, even if attached to a fresh camera. I'm using Unity 5.3.5p3 and the newest version of Cinematic Image Effects and the target platform is desktop. Does it conflict with the planar reflections or something? I'm getting the following warning:
There's a button on the right menu right above "target weld" that says "Weld" with a black-outlined box next to it which opens up the weld threshold options. Select the verts that you want to weld and click the weld button - or set the threshold first and apply the weld.
Above the knee pad he looks like hes melting. Once you get all the bags on the vest it should look right around your target. Oh and lift up the toe of the boot a bit, they arent straight like that Thanks for the boot pic ;)