So my view here is: 1. You seem super passionate about this (and understandably so), and that's a good thing! It makes me want to help you out! 2. Unfortunately, I and many other artists here either work fulltime, or freelance, or both. This means that taking on free work is almost impossible for us. Now, I know you're…
Hello Polycounts I am a little stuck on an unwrapping problem. I am making a building that has 2 different types of roofs on it. One is a regular slanted part of a roof you would see on lots of house and the other is a cone type roof. (building is semi stylized) All the buildings in the scene will use the same tillable…
Been wondering, is it possible to make bone fallow geometry ? Let's say I have cloth simulation on piece of geometry. Now I want to make bones fallow movment of cloth while simulating, so I can later bake this geometry movment to bones.
I've been trying to wrap my head around how to write a simple custom node in UDK for the last two days with no success. What I want to do is make a node that will separate the red channel from any sample run through it. I have no experience with custom nodes in UDK, and just started learning HLSL, so please no psedo code.
I'm getting back into using Maya (Maya LT 2016) after mostly being a Max user for many years. I spent a long, challenging day today trying to make progress on a partially completed model I started in Max a while back. I learned random small things and did all sorts of somewhat chaotic stuff, trying to replicate ways I…
Anyone know of a way to divide or split a bone on a rigged character, and distribute the original weight maps across the two bones? i.e.) insert an extra spine bone for more articulation. I am a Modo user, but I am open to any technique if you know of a relatively straight forward way to achieve this.
I'm currently using OpenGL ES 1.1 (can't stop to learn 2.0 GLSL at the moment) and I'm using the Matrix Palette Extension to do skeletal animation... Everything I've tested so far is working marvelously. You might notice my other post on getting a shoulder to deform a bit better, and I'm finding that I will most likely…
Here is the basic idea behind character creators. Most of them are based around morph targets. Eg. you have a single skeleton, then you define two different face meshes (same vertex setup !), one with a tiny nose, one with a big nose including bones weights. In game you will just have a nose slider which blends between the…
the problem with moving the iris alone is. I did not set it up that way. when I want to move each I do even in 3d. I separate the eye into 3 parts for independent movement. but for this one. I went with a single sphere for each eye. movement is done by bone animation. but the eye is changing shape despite being bone…
Hi there! I'm new to DOTA 2 but not new to 3D but I have some questions regariding custom bones. Let's say you come up with a concept for a character that needs bones which are different from the original model (in this case a new hairstyle for the windrunner): As you can see in the attached image, the geometry I want to…