In general the way to create a skeleton in Maya is to create it in the Orthographoic view, in pieces and then move those pieces by their root bones to where they should be, and then hit CTRL P to parent them to the chains that should be higher on the hierarchy, Then use the "Reset Joint" command on the tool bar,and then…
- Update. Running out of time for renderings for now.... :/ - UV maps in body. Slightly textured joints and creases... I guess i won't add more texture. - Jaw shape is slightly different in side view - it doesn't look that different ... Maybe i will just take another look into that. In GL view it look ok to me... - Noise…
What you need is ZApplink found in Document menu. Under ZApplink properties you will find a button that said "front" "left" "custom 1" etc, and you can press those button to store your view angle, whenever you accidentally move/ rotate your object you can always press the button and Z will automatically come back to the…
Is there a set polygon limit for that gun? If it's meant for an FPS game, you'd be surprised how many polygons you'd be allowed for that. Another thing to keep in mind is if it's for an FPS, is this the player's first person view of the gun, or is it the version everyone else sees? If it's the first person view, you can…
Well if you use the backgrounds you have to make sure the references are perfectly(reasonably) aligned in an external program. They have to be exactly the same size and ratios and everything has to line up. Also you cant see them in the perspective view, I'm not sure that really matters though, as you cant line them up in…
Nice work, good to see you finishing her up... Agreed with Rick about the ankles - they look too fat in the front view, the side view implies they'd be thinner when seen from the front. One thing I think really needs to be looked at is the shoulder area... just looks plain wrong to me. I like the face and the headgear…
Reflection angle is always relative to the viewing angle. In the case of baking a texture, the "viewing" angle is both isometric and dead-on to each polygon, which means each polygon's baked reflection will get something close to a single pixel of the reflection map (with some averaging from the vertex normals). In other…
it still looks empty - add way more details and objects. For example the fridge looks odd the way its turned away from the wall and almost lonely in the room. Have you already thoughts about camera views that you want to use for the final composition? Because the table seems to be kind of in the way for many views. Some…
I would suggest to go with a heavy pass of flatten/smooth on localized areas, to erase out most of the details (yet keeping some 'in the corners' to maintain the overall feel of detailling). For instance at the moment the back view is more successful than the front view in my opinion since it has stronger areas of rest.…
he yes, typo thing "msconfig" sorry since max9 you have the option to set backface culling to black faces in max its unchecking backface culling and it runs alot faster that way,- its just you cant look anymore through backfaces instead it gets black. as for flat view: viewport > views >other > flat does no shading and is…