yeah, i have constraints in the spine, waist, hip, and leg controls. but i don't think there's one in the tail...? anything with an IK is what's warping everything, except the front paws for some unknown reason.
UPDATE! Added everything except for the chairs. Added smoke and dust particle systems and a point light. Not added lightmaps or normals yet. Raised some floorboards. Haven't scaled down the wall texture yet :)
This is my current setup: nice desk i bought at staples on clearance. was only slightly more than a hundred :) nothing wrong with it except the color which i guess wasn't very popular :P
Dude.. I NEED to animate these. Is it possible to get in touch with each other via Skype and talk? Non commercial use. Just for fun/portfolio pieces and you'll get creds for everything except the animation!
I haven't been following any reference in particular except a bunch of pictures of real people. However I agree about the neck the muscles are too pronounced, thanks for pointing it out it's an easy fix.
not going for anything in particular except my own natural style. it's a sort of ape-man thing. so whatever looks good really, and thats what i hope to gauge with the help of you guys :)
The problem is your mesh topology. All those close edges "weight" the shading toward those edges, giving it that weird look. It's best to avoid edges like that, except around an edge that's meant to be hard.
This happened to me one time with Max 2017, except it was faces I couldn't select. I created a box, converted it to Editable Poly, then attached my model to the box. Then I deleted the box geometry.
I used to use Rescue Time, which is similar to this except it doesn't log every individual site / app, and kinda generalizes sites / apps by function. Not as accurate, but still pretty indicative. http://www.rescuetime.com/
Setting up a fresnel reflection springs to mind... ah, except that would still use normals from the underlay. :/ It would definitely require some shader tinkering. what do you plan on rendering with?