In the context of PBR texturing (with the metalness workflow) the phosphate coatings aren't pure metals but they can have visual properties similar to metals so they'd fall into the metalloid category. A lot of stuff is still approximate and there can be contextual differences so it's important to experiment with your…
A quick solution might be to use Tool: Geometry: Mirror and Weld on the blue Z-axis (you may have to temporarily re-position the belt subtool over the center line first so that it mirrors correctly). Then you could move it back into the cube, and set either the belt or the cube to be a subtractive Boolean operation with…
I know this guy on youtube that goes deep into the subject of medieval armor and weapon here is axemple of shields maybi you can use it https://www.youtube.com/watch?v=zEsjPQeWmd8
Hi @zuka_banana, not sure if this is too late a reply but the simple answer is that all of your joints contained by the IK (start, middle joints and end effector) all need to be on a single plane, and the pole vector control needs to be on that plane as well for it to not move. This is always the case for three joints…
Are your leafcards camera-facing? do you know if it's possible to have one model that has multiple billboard cards camera-face? rather than having to import separate objects into UE therefor having more drawcalls? currently my entire geometry camera faces at one central axis rather than the individual polygons axis'
This is a fun walk. It's also pretty different from my style so I'll try to critique and just take whatever is useful. * From the side, the spine feels very stiff. f170 has about the same curve in the back as f179. 179 is an awesome pose, but it doesn't stick out as much as it should because it has nothing to contrast…
Simple things first, did you know that you can do this already, albeit for a single component? In object mode, press/hold d, then ctrl click on a component. I thought it would be helpful to be able to do this for when we have multiple faces selected, and maybe I just have the stupid today... I can't figure out how to query…
@Dinka If you goto "show overlays" in top right of viewport (is icon with 2 circles) you can tick to remove grid and axis and 3d cursor. I pushed onwards as I only have a few more days to commit to this challenge. I have other projects to do as well. There is a another concept sheet on Joan Piquelloren's…
It's obviously possible but you already know that. :) If it's only the eye you want to rig it might actually not be that difficult. You just have to find the centre of both eyes (so you know the pivot on which it rotates. Use the eye's outer bounds). If you create a plane that crosses both eye's pivots you actually have…