You can create a script that places a helper object at the vertex selection center. Then manually align the bones to the helpers using pivot snap. When you are done run a one line script to delete all the points. --//USES THE WORKING PIVOT TO CREATE A TEMP POINT OBJECT
( --//SET GIZMO TO SELECTION CENTER…
Yes, that is the Tutorial of Choco (Polycount Name). They are great! [ame=" https://www.youtube.com/watch?v=40glxZCyPeY"]Advanced Terrain creation techniques demonstration - YouTube[/ame] This technique I wanted to try next. Or even do a Terrain with the UDK Terrain tools, export it and overdo it with worldmachine and…
Skylight can do this in Max. There are probably other ways too. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-772D28D6-41C3-4C80-80AD-3774726E208F.htm,topicNumber=d30e340999,hash=GUID-353CD88E-17D9-4240-8B1F-40CBDC8968B6
I came here just for Eric's porn... carry on. Alright, alright, alright I'll help out. Eric is right it's an order of operations issue. Morphers should go under skin, that's how it's always worked. Since the beginning of time... forever... ever ever ever... (echo echo echo) What do your morphers look like? They shouldn't…
Honestly, 1 year of practice should be enough to reach a professional level especially when exposed to other people with the same kind of spirit. If you're not landing jobs you should ask yourself why. These are the most common reasons you land jobs: + Skill - Artistic You show great artistic skill using a breadth of basic…
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nice work so far. all the cloth looks great and the face looks great too. couple thing, the folds on the lower legs are too soft/big for the type of fabric that these trousers are usually made of. look up more reference on ski trousers(eg. surftex). examples:…
q1: sort of. If you're talking about the difference between the catmull clark subdivision surface algorithm and direct x11+ real time tesselsation, then they are different things, but not specifically incompatible. One is an algorithm for how to tesselate a surface to a smoother approximation by use of b-spline…