Ok, I took a look at your file. The shading issue can be fixed in a few steps: 1. Select the mesh layer that your character is on. 2. Go to the Shader Tree Tab and under the Render Node Delete the "01 - Default (Material)" Node. I think this material is created when importing via FBX from another app. Modo is probably…
I think this is your problem. All rotation even world rotation is translated to local rotation. The more your biped moves out of alignment with the world the worse that problem will get. It is also easier to position the pieces based on their local rotation. For example -Y Local on bicep will always rise the arm regardless…
Yeah, I 'have' to do this because I can't see myself doing anything else. I know it's not a stable career but it's probably the only thing going on in my life. I focus my entire life towards my career which may sound over the top to some but it's all I know. Of course, enjoying it is also the main factor. Creativism is too…
Hey LoboHotPants, thanks for the tip. However, i've got it working with just using the red channel. For some reason my problem was the vertex transform in the reflect area of the material which seemed to be throwing off the vertex paint. I'm using red for all three of the textures due to them being for the same actual…
I know a few people who work this way. They never finish anything. Years and years of work -- they are super knowledgeable and competent -- but they have little to nothing to show for it. This is non-medical professional speculation, but it seems almost like this personality type is so obsessed over possible poor reception…
Once upon a time, animations were stored as deformations of a models vertices. Basically put, you animated a model by moving it's vertices, and each keyframe would store the different positions of every vertex in the model. This allowed for total and complete freedom in animating your model. You could make your model do…
Short answer: It fixes stuff... sometimes. Long answer: Reset XForm = Reset Transform data There is a bunch data you'll never see that is stored in your mesh. Info like the location of the pivot point, the orientation of the object in relation to its bounding box, what angle the bonding box is in relation to the scene…
ok , im still working on this ... i really need some thoughts on what im thinking about ... a few days agao , probly more like a week or 2, i came up with what i thought was a great idea, basicly using curves as a aid to the deformation of muscles ... especially where alot of skin stretching occurs,(the ass). so i did…
I usually merge small stuff together that share the same material/texture. Like If I have 3-4 little rocks, I will lay them on the grid in Maya in rows as a lowpoly row, highpoly row, and a cage row. Merge the rocks in each row together as one object. Then make sure all the rows have the same transform point. Make sure…
There are few things that stand out to me. First the face on the tree is hard to see in the first shot. See if you can add some highlights and shadows into the texture map to make it pop more. Your leaf cards are looking very dark, they could use some subsurface scattering or translucency (if you didn't know, subsurface…