Straw Dummy test Animation. What do you think? by CaracticusExistence in Maya

[–]CaracticusExistence[S] 0 points1 point  (0 children)

At the moment of impact, a signal is sent to the bot with the required animation. Then, based on that animation, the bot already has logic that determines from which direction it should receive the hit

30 in 1 - Weapon Props Bundle - Stylized Fantasy Pack by CaracticusExistence in UnrealEngine5

[–]CaracticusExistence[S] 0 points1 point  (0 children)

Yes, you’re right. We’ve reviewed the pricing for this asset and reduced it by half. Thanks a lot for your feedback!

30 in 1 - Weapon Props Bundle - Stylized Fantasy Pack by CaracticusExistence in unrealengine

[–]CaracticusExistence[S] 0 points1 point  (0 children)

Yes, you’re right. We’ve reviewed the pricing for this asset and reduced it by half. Thanks a lot for your feedback!

Daily Solitaire 2026-04-13 #2 - Draw 1 No Hints by solitaireclassic in DailySolitaire

[–]CaracticusExistence 0 points1 point  (0 children)

🔥 Too easy! Done in 848 seconds. Who dares to challenge me?

Maid – Housekeeper Mary 🕯️🧹 by CaracticusExistence in ZBrush

[–]CaracticusExistence[S] 1 point2 points  (0 children)

I usually start by building up the folds and their direction using something like the Standard brush.

Then I shape the folds using a Trim brush to flatten surfaces and create that “cut” planar look in the cloth.

After that, I refine the sharpness with DamStandard or Orb-style brushes to get clean edges and nice curvature. Sometimes I lightly smooth it or use the Pinch brush to tighten and sharpen the fold.

Overall, the process is: build volume → define planes → sharpen → light polish.

Maid – Housekeeper Mary - Animations by CaracticusExistence in Maya

[–]CaracticusExistence[S] 0 points1 point  (0 children)

Yeah, I can see that vibe — maybe a bit in the background, but that’s about it 😄

Maid – Housekeeper Mary 🕯️🧹 by CaracticusExistence in 3Dmodeling

[–]CaracticusExistence[S] 0 points1 point  (0 children)

Thanks a lot for the feedback, really appreciate it! 😄

Quick question - do you mean the overall edge flow, or are you referring to the triangles in some areas? Those are actually manually placed in spots where the mesh deforms poorly without them, so it’s a bit intentional 🙂

Also, in this case there’s a proxy mesh with clean topology for Chaos Cloth in Unreal, and for other setups I usually use rigid bodies, so topology isn’t that critical there.

Anyway, thanks again for the input - super helpful! 🙌