hey dude i kidna like this stuff. i think your anatomy is lacking and you should spend some more time with reference, but i think once you DO, and you start constructing that reference library in your head as to what looks right, you're gonna be really good i quite like this last one so far. it's really cool! the…
HL1 was built off a hybrid of Q1 and Q2 code. They licensed the Q1 code as Q2 wasn't finished yet, and part of their agreement was that they would also get the Q2 code. They had built a number of systems that worked off the Q1 code that was incompatible with the Q2 code, and so they cobbled parts of the stuff together,…
Hey everyone! I'm currently modelling something that takes a segment, uses MASH to distribute it along an axis, and then Curve Warp to bend the segments along a curve. So far so good! Now, I want to add some noise to the curves. How do I do that? This was relatively easy to do in Cinema 4D back when I used that. It had…
Yes, sorry for the delay. It turns out that I have a rig which needs to be added to these character models. Only 1 character needs extra bones that this rig does not have already (so I'm looking for those to be created in addition to these rigs fitted to the character models). To clarify a little more, APEX Cloth is…
Maybe checking out the Maquette Workflow will help you? You can get a very detailed overview through Ryan Kingsliens Page for free, you have to register but the ZBrush Lesson is for free. It's basically placing Dynamesh spheres in place of Muscles and body parts, pro: you can deform and adjust each without changing others.…
More windiness this week, along with a few extra touches like fire in the lanterns and the ropes in the foreground- [ame=" https://www.youtube.com/watch?v=X69r_rt1kVs"]Temple Scene progress 3/11/13 - YouTube[/ame] I now have just about everything animated that I want to, though I'm not sure I'm completely satisfied with…
odd. IF they're rotating around the root bone, it sounds like they didn't get re-weighted properly, OR your bone names for your powered wheels don't match the ones in your rig. You could upload it and post a link here for it to be looked over if you like. Also double check in unreal's skeletal mesh viewer/anim editor that…
Sorry to disappoint you, but I can't really imagine this being used in a game production. All game engines rely on skeletal animations mostly, and this doesn't use any. Even the topology changes on these so...Lets say that the smallest problem is that normalmaps wouldn't work. A bigger problem is that the mesh wouldn't…
Higher subdivisions and a higher dynamesh level will mean you'll get less of that sorta artifacting. Don't be afraid to be a bit destructive. If you're worried about that and not being able to go back in a save, go to your file tab and hit "undo history". This means when you save, the history saves, too! Just look at…
It would probably only come into play in terms of performance comparison. I'm fairly certain that both platforms should be able to handle advanced mesh deformation and animation. It would just be a matter of how well. I imagine that in-depth comparisons would probably have one platform handling certain types of…