Changing the mesh scale also affects the normals, and can cause these problems as the normals can "point out" more than 1, which is physically the limit. So if you have a mesh scaled at X 50%, Y 50%, Z 350% you'll get too bright speculars etc.
I'm playing on the PC. The controls seem fine to me. You can assign keyboard/mouse keys to what you want. The only thing that's console-ish is the Windows LIVE functions of the game (at least for Vista) that actually show the 360's A B X Y buttons in the menu :P
marine: hahah yeah i was just thinking of that, couldn't they have worked things out to make that deadline better? it's in the tagline for the movie, for crying out loud! there's a review up on AICN of the movie and the short of it is that people who liked the comic shouldn't be disappointed, and that despite trailers it…
Using an Editable Poly, if it's along a flat surface, under the "Edit Geometry" rollout you can use the X,Y, or Z functions to align a selection along a certain axis. Some of the new Graphite tools have some really great functions for straightening and aligning edges correctly as well.
Hi Blender 2.9 I am having trouble with inserting a pole bone on the elbow joint. Everything goes well till I make the chain length 1. The bone axis(es) have been unified to face +Y and transform history set to zero. Am following a tute and studied that part quite a bit but haven't found a solution. Any help appreciated.
Well there y go. I use Blender (and love it to bits) but minimally for animation. The only thing I am aware of is the general opinion: Max for models and Maya for animation. I think if you have access to Maya then go for it. Plus being familiar with more than one program is never a disadvantage.
Thanks, glad you like him! Originally he had more humanoid legs, but it was suggested that he should be more toad-y and slightly less human. I used this pic for toad leg reference, but could probably have done more research. Bones! :) More specifically, toe bones.
You could use quaternion based controllers but animators usually whine about that. Or... conventionally people will split the control across two nodes, Eg. one handling x/y and the other z. It's a common problem at shoulder joints so a bit of googling should show up some examples of solutions.
I've had clients like this, you get hired to do x, but then they ask if you can do y, as long as your honest and say, no but i'll have a go, then everyone should be happy. Check out the VFX area on the wiki - http://wiki.polycount.com/wiki/Special_Effects What engine are you using ?
Lots of those normals looks too blobby. The round stained-glass window looks like a sticker you put on the wall. The confessionnal's little glasses color are IMO very Easter-y, which looks childish. The arches should match the arch-line of the windows. Yours are not going high enough.