anybody have a good list of do's and don'ts for painting weights in Maya? Ive rigged a character, smooth skinned it and started fixing weighting problems with the paint weights tool. Im using the add brush with a range of -1 to +1 and sliding between the two for adjustments. I first select the bone from the influence list…
Connect tool, you mean append polygon? I've been told by max users the bevel is about the same in both packages now. There is a chamfer vertex but I can't figure out what you would actually use it for? Not sure what coordinate systems you are referring to? We work in x,y,z with centemetres, this is relative to the game…
inside,why would holes increase drawcall counts? the rasterizer has no clue about how stuff is connected. not breaking up stuff has the benefit of vertex-cache reuse, but removing stuff is not gonna hurt performance. tight meshes are ideal if you do oldschool stencil shadows. For newer effects it's also practical to have…
pior, just hit I and U while playing duke and you'll get mouselook and a crosshair. and no, duke's engine is vertex/line/sector based and is raytraced and it's not possible to look straight up and down, it just shears the screen [ QUOTE ] I know they made Duke 3D open source recently, so hopefully someone will 'modernise'…
Looks great man! Loving the wood textures. Although I think you could have put some more love into the stone texture. Feels like they got less quality. And the totally black areas could use some life, maybe a little depth with a stone texture in the back or glowing animal eyes or something :) Also, if you havent used it…
F1 EDIT: When using the paint tool (paint weights, paint vertex colors ect...) - Ctrl+Shift+LMB Drag changes the brushes size - Alt+Shift+LMB Drag changes the brush strength - Hold Alt to reverse the strength V will do a quick preview of the motion on a biped (with Keyboard Shortcut Override turned on and a biped piece…
What a pointless disscussion. Getting down on speedtree is the same as getting mad at high end 3D artists for not creating and placing each strand of hair. I guess programing wind is a cop-out for hand done animation? Bone based animation is not real animation compaired to vertex animation? At what point do you consider it…
Ahh, if you are going to use a texture like that, you could just fix it to be seamless and have the lighting you want &c, get some normals out of CrazyBump or any of its alternatives, and just blend in that shell-strewn texture as is often done on terrain... you could create a blend mask so it doesn't fade out in the…
The model looks great, digging those proportions :) Heres my 2 cents:- -) Those abs are really unnatural :P -) You could have done so much more with youre speculars. I see some issues with distinguishing different materials. I do think you could have handled the triangulisation on the top of the forearm (the…
haven't tried the plugin for max yet but have you tried: - working with a poly instead of a mesh - checked that it works with the prehistoric max 8? - Generating a UV upon your first primitive start model (there should be a tick that says "generate UV's) otherwise you wont have a registered vertex Channel for the UV. apart…