Hey guys, I'm just going through a couple of tutorials on walk cycles and I'm having some real head-scratchers with this rig they provide. The problem seems to be with the centre of gravity control, it should control the translation of the hips/upper body, but it seems to have had its constraint broken or something. I had…
I have a character rig that I rigged in an arrow shaped T-pose. When I make his arms go to the side, I must translate the shoulder joint away from his body for a natural look. How do I make it so that when I rotate his shoulder into a certain range, it creates translation? Am I doomed to redo the model/skeleton/skin? or is…
I only just started messing with 3d modeling since january and mostly just make abstract crap but i'm steadily getting more info jammed in my brain about the whole game asset modeling workflow. This was the first thing ive ever modeled myself. Its not the most difficult thing in the world and has been done a thousand…
The improvement from the first animation to to the last is really impressive. The lack of Inverse Kinematics in Milkshape really shows, which would allow you to easily keep the feet planted and moving along the ground even if you change the body. One problem the rig has in my opinion is that the front upper legs are far…
Kind of a noob question, but I am assuming you guys have battlestations capable enough to run max as smoothly as modo does on my modest wintel laptop, right? Because max since 2010 has just been a big sloth speed and performance wise for me. Everything in the viewport has lag of some kind, it just became far too slow for…
Hi everyone - I wanted to improve my high poly modelling skills so I started working on a sword from the game Xenoblade Chronicles on Wii as I felt it has a good mix of sharp edges and curved surfaces (reference below). Progress images: As you can see, I feel I've pretty much finished with it's construction... but this is…
I'm working on Beyond Skyrim - Expedition to Atmora Project and was tasked with creating some icebergs and ice cliffs. I'm enthusiastic about doing this stuff, because It's a very good practice creating environment assets for game development. Skyrim is a pretty old game and doesnt support the PBR workflow and other stuff…
Hello, I’m BlakeSmith, a professional VRChat avatar creator with over three years of experience in designing and developing high-quality custom avatars. Turnaround time typically ranges from a few days to several weeks, depending on the complexity of the project. I prioritize clear and consistent communication throughout…
Hi there!Fully procedural Pizza Napoletana material made in Substance Designer.A short break from environment production work, focused on procedural material creation. Some more on ArtStation - Pizza Napoletana | Substance designer fully procedural material., Arthur ZenkovichBuon appetito! Substance graph is big and…
Hey guys! Some of you may have seen my DmC cut scene WIP and I thought I would post this one up now so I can keep updating the two treads individually. These are my two main animation projects using markerless mocap at the moment so expect more updates. Here is some current WIP of a playable character in UDK. I am going…