Hi, I used to do rigging and skinning in 3ds Max 2012 and was able to get everything working the way I wanted. But I haven't done rigging and skinning for a long time and I am now using 3ds max 2019. Now when I try to skin my model to my skeleton, I get unexpected deformations. Back when I wanted to skin solid pieces, E.G…
Hey there everybody :) I'm a long time lurker here and an avid Blender user. Over the last week or two I've been assembling a few simple personal workflow tools as an Addon, thinking it may be useful to more people than just myself. I'll list the features below, but to cut to the chase it can either be found (free)…
Yeah, good idea, I hate the maya selection system which is very random. I will try to improve that. Unfortunately, the soft selection/average vertice tools doesn't work with the live selection. I have no idea for the moment on how to implement that, but it's planned. It will need a little bit of work I think to achieve…
Hi, I'm David Choi, and I am working on a UE5 third-person adventure game and we are currently working on a white box vertical slice. We are in need of a talented character artist that can take our default metahuman and make a good version of our concept art of the main character. We are a team of three so far and if you…
Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
Hi there so I got this question and bare with me if the answer is so obvious. Just I like to make sure or see if there is something else I should keep in mind for the future. I'm full of questions and get better understand of the pipeline :) So I finish following this tutorial of this model that turned out well. Now I like…
I like the idea of restricting it to a genre as with the previous Brawl. A fighting game stage gives a pretty good idea of scope and what you need to do. The current prompt right now can be anything. If we wanted to continue with the idea we can pick a popular genre (several new ones since 2011) and then let it go from…
As long as you retopologize the model in the end then it should be perfectly ok for games. It's really just another way to create a model at the end of the day, and you can do this exact same workflow exclusively inside a program like Maya as well. Just don't settle for an automatic retopology solution like ZRemesher for…
@Christian NordgrenSo, a bit late 'bout that xD Lots of movement and I couldn't find the time to do it, but finally I could do it during the Christmas to New Year break :tongue: So that's what I came up with http://uplea.com/dl/4C2450512859ADF That's the blend file with a packed checkerboard 100x100 pixel texture, that you…
[ QUOTE ] jogshy: Every time I tried to expand its cage it just got all messy , is there a issue with that or something? Or im just not using it correctly? [/ QUOTE ] There are three ways to use cages in xNormal: 1. Use the built-in editor. Enter the 3D viewer and check the "show cage" and "edit cage"... Play with…