You can use Rotational Joints to limit the axis of rotation for an HI Ik Solver. It's the IK tab of the Hierarchy Panel. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-74BF337B-CABA-4693-87D4-41D3D9D85FBD.htm
Maya's hardware viewport is good enough of a normal map preview (just set the texture resolution right in viewport settings) - it is recommended that you just import the mesh into whatever engine you're working in, though. (remember to flip the Y axis/green in engines that need it) That normalmap artifact on the seam might…
What do you want to achieve? I think the Character Mapper is used together with Maya's Character sets. As far as I was able to tell it's used for mapping character A's animated attributes to character B's desired attributes. In other words to get animations from char A to B even though they might not have completely…
@AXEL Thanks man I appreciate it! The final mesh has a polycount of 2,000 and not 9k I decided to drop it as low as i could go -So here is my High Poly Work Flow- 1. Create mesh make sure proportions are good super Important, on this asset i went back and forth so many times trying to nail the proportions 2. Start going…
@Tomiajayi I'm using Marmoset for the renders. What artifacts do you see? @AXEL Thanks! I just used a super reflective dark material for the scope and then added some dirt around the edges. The Rizzler said: Yeah, Anton did a really awesome job on the design. The final polycount is a little less then 28k.
I'd love a "component selection node" so that the next operation uses that selection. Something like houdini named groups would be super but no need to go that far. Eg: make a cylinder and extrude the caps, now go back in history and increase the axis subdivisions, the extuded faces will now be in the length instead of the…
Sadly no. I do have Substance designer though, and I knew it could bake a "Positoin map", and I just found a dropdown to change the gradient from a single to All axis. Was kinda hoping not to add more software to the workflow :(
Scripting is likely the best way. set up a state machine. Have a state for moving and for standing still. When transitioning from moving to standing, or vice versa, store the heading you want to return to in a variable (like say var vector3 LastHeading) In the moving state, the function for looking around always returns…
First of all you need a good rotatable wide-screen monitor, then you need to set your desktop to vertical. So you have a vertical desktop like this. (Very awkward to work with if you don't have 2 monitors) Then you need to go into UDK -> Preferences -> Aspect Ratio Constraint -> Maintain Y-axis FOV (to get rid of the…
Decent results replicating this in Blender! It is effectively the same as Sascha Henrichs' procedural stone method, but you restrict / smooth displacement along the third axis. Procedural stuff like this definitely has the potential to save a ton of time, especially when you need a lot of rubble chunks... Sascha Henrichs'…