I am creating a cape for the "Waframe" game, which is built on "Evolution" engine. They require in their guide to describe cloth movement with not more than 64 bones. So this is my model And I plan to make those braided ropes, which connect metal elements (what should not be deformable), to be deformable, but resistant to…
Awesome :o I learn a lot with your tutorial, but I tried to use vertex alpha painted in 3dsmax to make shading before exporting to UDK but when I'm in UDK I don't see the effects of my vertex color. Can you show a screen on how you use it ? I think you use a vertex color node but well I can't figure out how to connect it.
urg >.> this again... i read about this ome weeks ago..kinda found it perplexing..and um yeah ouch..anways, seems some well connected? person found a video of this thing?.. on the net somewere and um..and from what i read of the ppl who saw the vid...you wont be same again..not having seem this said clip i cant say much…
If you got DSL or another broadband internet connection, I would suggest you go to: www.3dbuzz.com and become a member (it is free) download all video tutorials about Maya modelling and UT2003 character creation and importing into the engine. Here is a link to the new UT2004 Exporter Plugins for Maya PLE (version 4, 5 and…
I think you went a little mudbox happy on the torso. Well sculpted anatomical shapes always read better than a mass of noodles. They seem to be laid atop what is a basic human torso, but don't seem integrated into it or to serve any real purpose. Where his human torso connects to the spider part looks awkward. perhaps new…
I've been working with the Zb3 retopo alot lately too..dont have this problem though... the model I am working on has a bunch of open edges. I would use the move tool to go in and move the points near the open edges- to make sure your points are all connected. Here are the settings I have on the topology tool. Also not…
Explain where you're going with this dude, I'm kinda curious. My brain is trying to connect the dots and all i'm coming up with is... some guy is stranded on a desert isle and is too lazy to walk around the S curve to get from one point to the other... so he builds bridges. problem solved. you can cut out a lot of the…
Looking pretty good. I don't know this guitar exactly but I've had guitars over the years. The smoothing on the back where the head connects to the neck looks a bit off - most of the time that transition is much smoother or it's much more abrupt with a very distinct line. This is somewhere in the middle. But like I said, I…
Line, Sweep modifier, use custom shape. Add an edit poly / turbosmooth to the top and tweak it out looking back and forth with the final shape. Like Ghostscape said, don't focus on it actually physically connecting 100%...throw wraps under other wraps etc. Consider where your UV seams (on your low) are going to be as well…
Awesome for a first character! I remember modeling veins into my first character. What. A. Mess. But yeah! Aside from the odd anatomy tweak here and there, he looks spot on. The only thing I can really ask about is where the thumb connects to the hand. Maybe it's just a bad angle, but it looks like there's some sort of…