I should note that I do use a workaround: * Take a heightmap of a sculpted sloping terrain, by your usual means. Save it as (UV-unwrapped) mesh terrain file (.obj or .fbx). * Extract a heightmap of the mesh terrain, by some means (I personally created a makeshift "heightmap template" to do this quicker in Blender). * Take…
Both, they are equally important. It won't require major rework as you already have a solid base. Key thing to do is clarify start/middle/end of all the important phases of the entire action. Take Brian's rule 1 to heart and key all your controllers for each key pose on the same frame. This will keep the blocking and early…
So let me see if I understand: If you rotate the mouth control, say, on the +z axis, the mouth joint moves towards the -z axis? If that is the case, then one reason comes to my mind: Your mouth control is inverse oriented in relation to your mouth joints (has a mirroring effect). Like you said. Now you have two methods…
I'll preface my comment by saying that I'm more of an environment artist than a level designer, so what works for me, may not work for somebody that's trying to quickly iterate elements for the purpose of actual gameplay based level design. The short answer is you can use houdini engine to make both procedural/parametric…
Thanks for the feedback, I assume you mean the translation widget which is used to rotate/move/scale your mesh? I'll be the first to admit the translation widget is far from perfect, this is something we may look into improving in the future. For now, it may help to understand how it works a little better, here are a few…
Nice model and texture dude, one thing i would look into is simplifying the wood in your specular. A lot of times people make the mistake of almost mirroring the detail level of their diffuse in their specular(just more or less contrast) and this really can be bad for certain types of materials. I like to really simplify,…
http://www.hippydrome.com/ This would probably be helpful. All kinds of good info burried in those images. Weighting, pivot placement, range of motion, mine it for all its worth. I get the best deformation when joints are placed right down the center of whatever limb/torso with little regard to where actual anatomical…
I fear you are beginning to take this discussion personally; which is not my intention at all. I am firmly convinced that you have made a mistake in setting up your grid/export which I would like to sort outespecially if one of us happens to be spreading misinformation to other users. I'm sorry if it seems like I'm…
I am looking to find away to blow apart lots of space ships quickly and easily. Ideally selecting main elements, detaching them and then growing cables, metal frames, debris out of the chunks. What would the quickest and easiest way of doing that with procedural UVs generated for the new bits?
It looks like the verteces that stick out are influenced by a bone on the other leg. You have to select those verteces and make them 100% influenced by the correct bone(s) on the correct leg. In this case, it looks like they should be about 50/50 influenced by the thigh and shin bones :) Let me know how it goes!