Concept for this helm was done by Robo. Got about halfway with this one, before going back and redoing the back of the head. Nearly abandoned it because I wasn't really feeling it, but I hate not finishing when I start. In the end I think it came out ok. Concept and texture by Robo. I absolutely love this one.
Wow, I just used this to make a pretty sweet tree! Thanks so much!!! <3 Just a suggestion (because I like the look of those crazy trees in New Zealand), but you should add in a roots section too. Like a check box to have roots, and then options to make them curly and crazy too (:
Right, I've forgot that root node . With the root node in place do I have to redo all the weighting again or can I preserve it somehow? And generally is it better to have the left and right arm respectively in one mesh item or both arms in the same mesh item? (I'm new to rigging) thx for your help
@m4dcowI've been wondering about that, how does this work? I see the FIEA website which seems to be where i want to be but that's graduate, but i would have to go through UCF first and get a bachelors? Maybe I should ask the people from UCF i met at GGJ what their track is? I see you went there. As for full sail my choice…
Most weapons have their own system of bones and the root bone gets snapped/aligned to a prob bone or the hand, by the engine. All weapons have the root bone in a similar location and that's how they get swapped out. I don't think anyone skins the weapon to the hand or links the weapons bone(s) to the hand unless it never…
Thank You :) The problem is that you chose the game model and material folders... but you need to choose the SDK modelsrc and materialsrc for TF2... They should be in a location like these for you: Model Root: C:/Program Files (x86)\Steam\steamapps\jesusshot\sourcesdk_content\tf\modelsrc Materials Root: C:/Program Files…
TDRL; haven't gamed in quite awhile, stories haven't been the greatest lately, agree. Just for the record i haven't been gaming since ARK 1 (kind of a nightmare but otherwise neat for me at the time.) Maybe it was forced but also the p.c. i used at the time was 12 years old and i got it to run enough for me so could've…
Thx Obscura. The next big issue-> I want to a attach the meshes to a socket in a static mesh (first mesh) - how can I get the info of that from the array: Maybe I can a add a SM Component as a root mesh with the socket - so the root would be static and the further meshes would be dynamic? I'm also struggling with the…
Let me clarify. Realistic Hair reflection are in Marschner-style (primary spec shift away from root. 2ndary spec shift towards to the root relative to its primary spec shift). However in Arnold hair shader has already embedded with the shift and its shift relation. But custom spec shift parameter are added for user…
Heh, its a brush called Moss02 in a set of brushes I've collected, tweaked and made. Going back to the tentacles. If they're roots, then they grow slowly over time filling in nooks and spaces as they find the path of least resistance. Right now they stretch over gaps as if they knew where they where going, roots don't do…