Was in the market for a colorimeter and found out that apparently with the new spyder5, the hardware is the same between all versions-- the restriction is in the software. But there is open source software for calibrating, http://dispcalgui.hoech.net/. I was going to fleabay a spyder 3 or 4 pro, but given the comment about…
that is really not hard to research tho. for one there is unreal engine for fortnite which iassume gives you access to some of it? buit besides that, sketchfab has a ton of fortnite characters ripped, so you can just check it out there.
So I have picked up a job doing some character work (for pay! yes exciting) and I need a little advice. Sorry that I can't show any of the work just yet. We are using Unity, and the characters will have 3 versions of clothes. Should I make separate torsos with the different clothing? Or can I create wardrobe sets? Any help…
Im working on making a modular interior kit for a warehouse that has corridors, hallways, different rooms branching from hallways etc. I can't seem to figure out the best workflow for my situation. If I have an interior room wall that shares a wall with a hallway, should those be two separate meshes or should those be one…
I had a geforce4 ti 4200, but its like all messed up, so im gettin a new one. Anyone know of a nice 128meg videocard, that is fairly cheap? Im talkin about one that can handle HL2 and 3DSM with no problem but keep nice and smooth.... Anyone? [edit] Ahhh, my friend just showed me one…
Yea you really have to decide, yesterday at best. With decide i mean between character and environment/hardsurface. Cut the concept art, it dosnt help and you would have to put so much time into it, its just undoable (traditional art requires extraordinairy dedication) So cut all that time from 2d, its nearly wasted. Im…
I have already fixed that thanks My main question is floating geometry a better solution then indenting in the obj? or does it depend on if its hi poly or low poly. I just extrude a loop inwards is that the best way to do it?
It probably seems like we're being harsh but people like us who model every day and have custom hotkeys/scripts/UIs set up to enable very fast modeling workflows are going to be hard pressed to be Impressed. :) You hail Verto as a 3d modeling game-changer but in your last post, impressing a client with simple real-time…
That's an interesting sounding game. Seems like animation will be pretty important to a game like that. After getting your character done, working on animation would probably be a good next step. As for art style (and general methodology) when you're just starting out, keeping things simple is often better. The more…