An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
Run Long before they’d arrive, Aatrox had felt their
presence. The Darkin Blade’s core blazed faintly in excitement. Finally, since
uncounted centuries, his first potential hosts were near. Aatrox whispered in the first one’s mind, gently tailoring
the fugitive’s path through the ruins’ maze. Thus soon, the man had…
I've run into that error a few times. I haven't changed how I rig and sometimes it pops up and sometimes it doesn't. Drives me bonkers because I haven't figured out what causes it or a solid fix for it. There are times that I'll redo that part of the rig, test it and get no errors then days later they are back. Here are…
...other than that, I couldn't for the life of me tell you what exactly it is, but here it is. :\ Polycount is 4,605 with a 2048 that could be cut down to 1024 without any huge issues. Original concept (more of a quick sketch for me to get the basic thoughts down): High poly (all done in Max): Two shots from the UDK model…
Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…
Hey guys, I'm a student at Otis College of Art and Design. Im currently rigging a character for my thesis. I followed the digital tutors tutorial to rig a head and the production character rig tutorial but i can't seem to connect the two. The head tut told me to wrap deform the head on the rigged body mesh but when i do…
Haven't looked yet but I'll check it out at home later. Have you considered building just a deformation rig and making it compatible with Nathan's rigify setup? I'd probably take this approach since that setup appears to be what will be included in all future blender builds and therefore likely to get the most suppport.…