YES I solved the issue. It wasn't the overlapping UV's. It was because the transformations of the low poly mesh weren't frozen... God I knew it was a simple problem T T. Thanks for ur help anyway!
Also another way is you can select all the verts you want to align on one axis and use "Align Vertically to Pivot" or "Align Horizontally to Pivot", found under the Quick Transform group.
^ Collab between you and Kunkka himself? Blown away :o While it has League of Legends aesthetics to it, I love how AM the character is transformed with this set. Awesome headpiece, third eye and blades!
Just a guess, but maybe you should check your pivot axis. Looks like it's off by 90°. Not a Maya user, but if it's in the right position like the original weapon, don't forget your freeze transformations.
i don't know about blender but in maya you have to attach the model to the representative bone and after you must freze and reset transformation,thing that it will make the origin point of the model where the bone is
You should set the shoulder controllers as children to the spine controller. This will allow for the shoulder controllers to inherit the transformations (rotation) of the parent spine controller and still keep the Parent Constraint from the shoulder controller to the IK.
yes, kdr, but that op doesnt cost you anything, because you dont have to multiply all your bones with it. And you need to transform your vertices to camera anyway... so it's basically free
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
Think about it in terms of dx11 tessellation shader . You have your not so hi poly model and the shader tessellates it first by creating new vertexes , than extrudes those new vertexes in direction extrapolated from vertex normals and using height map as a distance to move a vertex alone normal. That way the shader do a hi…
Yeah, animation is the only key here. I will add run acceleration into the next one! Not sure as for segments - I planned it to look like a game transforming into the cinematic. Need to think on it too. Thank you for advice