Here are the updates, with explanations. I believe this is much better. Going for subtle details that aren't too much, not too dirty, but enough to look believable. I placed some intentional scrape marks where things would have happened in the past. it's a large, round vehicle so the big thing in the back would get hit,…
Hi! I recorded some animations with xsense technology. Rig of my characer and the mocap rig are different – the xsense mocap has spine straight like a line. It makes some glitches after retargeting with constraints "copy rotation". Are there some fast methods or plugins that help to deal with that without using NLA?
We Provide the best Character Modelling & Rigging animation Service Worlwide. we design high & low poly 3D character modeling, rigging, animation, game assets with special effects and more. If any one is interested in any work done you can contact me from my website: http://www.gameyan.com
So i'm working with a model that was rigged in max, and i'm animating in maya. Unfortunately the system used to rig the model makes all my joints invisible in the viewport and i'm in need of a few ik handles. Is there any way i can add an IK without having to click the physical joint in the viewport?
I'm one of those guys that rarely post their art online, but I'm thinking of taking the plunge and doing some contract work. Unfortunately, its difficult to get contract jobs when you're invisible :smile: So here are some select pieces from my portfolio. You can see the rest at https://www.artstation.com/artist/turqy Feel…
Hi! I've photoscanned a tree bark with Agisoft Photoscan. The decimation stage at the end of building the mesh would have taken so long, that I had to set the face count to unlimited and skip the decimation stage. The result is a 370,720,451 poly and 33GB mesh that can't be opened in ZBrush because of the 100 Million face…
actually sort of found a solution from the older forums. The mesh is probably rigged with geodesic voxel, so I had to re-rig my stuff with the bind method of closest distance and copy the bone weights over. Still kinda annoying
Here is the final character mesh, which I'll be rigging over the next few days: I managed to remain well under my polycount budget, so I have plenty of room for corrections if I discover issues while rigging.
Why would you rig your model in zbrush if you're not going to animate it? Maybe I'm just out of the zbrush loop, can you rig your model in zbrush and export that to an app that is capable of creating animations at exporting to a game engine?
I still have a q9450 @2.6 ghz, with an 9800GT I've been debating if I should just upgrade my graphics card, or is it time to get a new rig, though 560 Ti's look nice. @Blaizer what was the cost for that rig?