So I've made slow progress on my entry. I definitely won't make the deadline, but that's ok. I've spent the last month working in Marvelous Designer, trying something new. The results are still a little lacking, and honestly I could have done in the fraction of the time working in my older workflow. But still I think…
Thank you for these answers. So I understand that my main idea was good. 3ds Max and Maya are used all around the world and it's a suicide to miss these softs. I touch Blender sometimes, but I often come back to Maya because I'm bored to search basic functions (how to move pivot point, how to get cleans smoothing…
There's really 2 things to keep in mind when doing the low poly for this. The first thing is what parts need to be able to move, mechs are made up of pivots and joints, if the foot is going to move separately from the leg, it should be a separate piece on the low poly. The second thing you have to worry about is how well…
Rick, I'd be very interested in seeing this armpit/scapula setup. My rigs typically use a clavicle (with the pivot moved toward the sternum), upper arm bone, and single twist/helper bone for the deltoid area. I have thought about incorporating a driven scapula bone, but that was mainly to correct against the geometry in…
Ohh I see where you got the idea. Yes the pivot point of the item during import into UDK will be determined by the position of the object in Maya from the center grid. And no, nobody builds environments like that (will you actually import every single repeating piece into UDK as separate assets?) Try to block out the…
Hey Rashed, I think there is no way to deform that mesh without distortion. I would suggest you using a Path Constrain controller and one single chain link instanced multiple times. - Create a spline and apply a Normalize modifier. - Create a chain link and place the pivot on the axes center. - Apply a Path Constrain…
I disagree, there is a lot more to think about and juggle when building modular pieces. Making sure everything lines up so they tile correctly, this normally involves a bunch of snapping. Making sure the pivots are aligned to the grid and that the grid matches the scene builder grid. Baking AO and normal maps that take…
I had a similar issue happen as well. I made all the 3D models in max (with smoothing groups setup etc) and gave it to a animator friend who rigged it up in maya. He put the full model with no soft edges and it was really bad.I then took his file and Put a soft/hard edge on top of his rig and then exported it out...got…
I decided to bend it in Max. I'm using 3DS Max by the way. I path deformed the straight version along the shape I wanted to get the correct bend, then I adjusted the position and pivot a bit so they would snap easily in Unreal. There is a spline tool in Unreal that you can use to do something like this in engine, I…
damn so much great stuff! I'm in the process of fixing the rig on the DOTA2 centaur, maybe I'll have something by sunday... @Ankheilw, love those! @Adam, I treat centaurs as a rider+horse and from that perspective you committed the cardinal sin of animating a horse: making it look like an ostrich and a man linked to…