That sounds like it might be easier. I do have a static pose of both characters before they were rigged and parented together, Ill look into that. However Im wondering if really is my UVs that are the issue. I tested my the cat to see If he had this problem and sure enough.. It seems any where I have cut the UVs to unfold…
Very interesting, thank you for sharing! I'm trying to finalise my own workflow for working with custom normals, so this is helpful. I'm at a point where I can edit just the base object, define chamfer weight, hard edges, UV seams etc. and have the chamfer and custom normals as modifiers. Though I'm not happy yet with the…
been toying around with 2013 for a few days, using the latest Service pack. i know at least one of the most annoying issues has been resolved, particularly the pan/rotate bug, which would lock up rotation after panning in 2012. *EDIT* unfold map breaking UV's has not been fixed. as for crashes, i had trouble in general…
To me, the time crunch was perfect in Dead Rising 1. You really had to choose, do you save the photographer and risk missing a deadline, or let him die and finish your current mission? It left it open to re-playability too. I went back and did things differently multiple times. Maybe I'm just old, but I could give less…
Well for starters I'd ditch the simpleviewer. Surely the icons appear in a nice unfolding way but seriously who gives a shit. Now I have to scroll though a shitload of tiny thumbnails with 50 shots per character with no idea when the list of thumbnails will end. Use large thumbnails linking to giant images you can manually…
Shimmer, here are some suggestions that may help you. 1. Quit your job and apply for a job which uses max so we no longer have to listen to you cry about your lack of maya skills. 2. Polygon UVs Automatic Mapping, could be what you're looking for? 3. This tool is fucking useless and I have not once used it in my 7 years of…
capone: Do you have a test scene you could send me or upload to try out? PM me if you do. I never tried it on anything as intense as what you've described (I don't think I tested it past 50 shells, let alone 700!). Vig: Hmm, yeah, I could definitely see issues with trying to normalize pieces which aren't mapped correctly,…
I've read a few of the interviews with Monolith's development team regarding F.E.A.R. The story implimentation seems like it's going to have the comfortable balance of complexity and pacing that unfolds in a way that doesn't seem like a series of cut-scenes plugged in between action sequences. At least...the game designers…
I've been out of clients for a while :/ so I've decided to create a new portfolio piece with all the bells and whistles I can, I was divided between doing a soldier or a knight and the new Medieval Artstation Challenge was just what I was trying to do since Brazil can't participate (as we aren't punished enough...) I…
Howdy folks, It's been awhile since I last posted onto Polycount, though with the new Animation section I thought it'd be great to start posting regularly :) I am currently working on a project with a Hand Animated Wyvern and a Motion Captured Human fighting. Currently I am at a "First Draft" stage, and there is quite a…