I followed your steps. in the use constraints menu it showed no constraints and every option as off but I closed and reset anyway but to no avail. I have not used close hole on this model I just deleted the polys between the shoulder and wrist, then bridged the gap. Moved vertex’s.. I didnt like the wrist alignment so I…
what would be the problem with having some of those tris in there? I'm not trying to be condescending in that, but honestly just wondering what would it be hurting? it would be one thing if it was intended to deform in a morph target or something, but i think its safe to assume thats not the case, based on the lack of geo…
Hi, Exciting news! JJ OBJ Toolkit has a first update released. New UI, new functions and other tweaks. To update download new zip file, overwrite your old script and you are good to go. Free Download - https://gum.co/jj_obj_toolkit or https://flippednormals.com/downloads/jj-obj-toolkit-for-maya/ref/janjinda/ Check a quick…
Yeah the back wall I've flagged as being problematic and it's on the cards to redo anyway. There will always be some varying levels of pixel density due to the way I'm constructing this and due to the target platform. But hopefully when I've redone it and it's textures it shouldn't be so obvious. The yellow actually came…
Nice post Jeffro :) I just stick my email address in the bottom right of the image in question. I don't know about anyone else, but I find it pretty offensive when someone plasters a watermark all over an image... I want to see the details of the art, not a semitransparent name everywhere :P I kind of see this like…
My issues with this are: You used 3 unrelated non-vocaloid characters Music that isn't likely to appeal to the target audience: people watching MMD animations usually expect vocaloid tracks, not western pop music. Along that vein, break dancing isn't really appropriate, both for the expected audience and the software. The…
Your budget really depends on the intended platform & use. For a modern PC with a decent video card 40k is quite low for the environment; the current CryEngine specs claim a bit over a million triangles for a scene (including characters, weapons, etc.) Of course, don't add polygons just for the sake of numbers, and test…
@AtlusZMH: it depends on how the engine streams the textures - and if it supports it. Otherwise you could look up or calculate the maximum texture space that is available in the scene. From that texture size substract weapon, gui and other regular stuff + take spec/ normal and difuse maps into account. I have seen some…
I don't think Activision is THAT evil. I'd worked for an Activision studio before, and I personally think they're one of the better publishers to work for. And I would gladly work for them again. Sure their CEO might come across poorly to the public, but in all honestly, I don't see a bi-annual 1000+ people layoff. I also…
If you are talking about hard edge normals (aka smoothing splits) then you'll want to place them in the same location as your UV islands. I'm not sure what you mean by this. If you're talking about tweaking your normal map in Photoshop after baking: I would say if you need to do this to a normal map along UV borders then…