So guys i'm planning on making a Environment Lighting tutorial and was wondering if there was anything specific anyone wanted to learn ? This is an outline of what i'll be covering: Ambient light- good and bad. Direct light - good and bad. Bounce light - good and bad. Lighting + Composition + Camera Different lighting…
when I importing From 3ds MAX file with target camera in FBX form to substance painter, my target camera frame shows empty. Substance painter support target camera but when I use target camera, my target camera frame is empty.
@KDR_11k: I don't have time to dive in that material right now, but when I do, I will look into it. It would be cool if I could write my own exporters. It's too bad that it's so difficult to write exporters for the Unreal Engine, but a Blender plug-in to export to md3 would be awesome.
cool idea, there are loads of really bad models, maybe they should implement a rating system so that good quality stuff comes up first. Not sure who would need this website though? concept artists wanting to bash some parts together maybe?
If salary wasnt much lower than in USA then why would they have branches there? Average annual wage in USA in 2002 was $36,764 and in China in 2006 was $2,025. It propably isnt 18 times lower for videogame artists but still quite bad i would imagine.
Is it that bad? :( I would prefer to get ripped apart so I know where to improve but I haven't gotten one hit in any of the posts I've done since I started back. Either way cheers and keep up the great works.
Export your meshes as FBX (centered correctly at the world origin) and use a T3D exporter. Then you will just have to load the T3D file inside UDK to place you meshes. I don't know any T3D exporter for Max however (but for Maya there is some of them on the web).
[VEROLD]52214fccdf162e0200000572[/VEROLD] my first upload to Verold 3D viewer- I didn't use any of their lighting cause most of the light is already baked-in to the map. A bit more technical than Sketchfab but not that bad at all :]