is this what your looking for? [ame=" https://www.youtube.com/watch?v=D87isBR-Cuw"]Accordion Rig Quick Demo - YouTube[/ame] If so, iv uploaded the maya file, https://dl.dropboxusercontent.com/u/2516103/accordion.mb Basically what iv done is write a simple expression to drive the bones based on the last ikHandle. You need…
My curving issues are caused by the second displacement. Turning that off fixes it. If you're using it for a basemesh it's no big deal, as you can apply the modifiers and smooth the problem areas with the sculpting smooth brush (or normal smooth operators, but selecting the problem areas is going to be a pain). If however…
Today I have been setting up the primary and secondary foot controls and I have ran into afew problems. Excuse the rubbish paint over lol When I try duplicating the foot bone to apply a wire parameter to it , the bone flips :s , might this be becasuse the bone beneath has had its postition frozen :s Also, once I apply the…
That normal map looks weird. The last time this happened to me, was because I had a material applied to my hipolty with some opacity, and basically when I was baking the normal map it made it have that weird brightness color. maybe apply a default max material to the whole hipoly before baking the normal. Also, are you…
Hi! I posted this in Technical Talk too, but this may be a better place. Below is the LP grip of a sword that I've modelled off this reference. I want to add the detail outlined in the first image in the normal map but I am confused about the best way to unwrap the mesh to do this. Do I unwrap the faces to be detailed…
The grout is too flat. You should create a zgrabdepth heightmap of your texture, apply it as a mask to a 1:1 plane, and blur it. Then subtly apply a displacement to the plane (either in or out - experiment) and then drop the plane with the displacement to a pixol layer, which you then move along Z as needed. You can also…
How many polygons in a piece of string? It doesn't really matter. What matters is 1) Does it look good. Immediate reaction to visual quality will make potential employer look further into... 2) is it efficient for it's platform. Cinematic characters vs mobile RTS characters technical specs are radically different. 3) Does…
You weight mostly to the twist bones down by the wrist and blend it more to the main forearm bone the closer you get to the elbow. The idea is to spread the wrists rotation down the forearm to combat the candy wrapper effect at the wrist. (You can probably ignore the bicep twist bones, most games do...) Most of the time…
Thanks Bek, is what I do, as you see first image and look at the edge loop you can see there is applied some edge loops where I want sharp edge. When apply some levels (or only one) subdivision and turn back to level 1 (or export level one) zbrush rounding all relaxing the edge loops. Neox, thanks for your advice, I will…
Another quick way, one that I use pretty frequently, is to: 1.Planar project whatever side I'm working with. 2.Polygons->Unitize those faces. 3.Sew together what you want. 4.Polygons->Unfold option box. Local solver, set constraint to vertical. Apply. Set constraint to horizontal. Apply. The unitize makes sure that when…