One bad new. I tried to work with threads for hours and finally realized MGlobal::executeCommand and MGlobal::executePythonCommand are not thread-safe even in simplest math commands. Then I tried with MGlobal::executeCommandOnIdle, MGlobal::executePythonCommandOnIdle and realized, although it is being thread safe, it…
So this project ended up taking a complete 180. Super unfortunate that I couldn't go ahead with the cooler early concepts but they were ended up being too complex for the timeframe I had to work with. This is what I've actually ended up with! [ame]www.youtube.com/watch?v=7TJyRuBtXJ8[/ame]…
UPDATE: soldier's magazine idk if anybody hear at polycount cares, but im just gonna keep this thread up to date. this time I've got a smaller update, but i think it will be useful as it is representative for the quality of the rest of the weapon. So you can call out some mistakes or can make suggestions and i can still…
Everything is working right now to me , I know that you are still in blocking but I think everything is good. When you get to polish try to arc the hands and overlap them. This part looks good but I wonder if it will look better to speed the right foot to boost more his acceleration at sec 2 ( or maybe is correct and it…
This game looks like it's gonna be the best game. I'm so severely hyped right now by this project. that being said I think these concept animations of the pod and enemy locomotion all look waaaayyy to heavy for the scale it looks like you're shooting for. I'd expect legs to almost snap from point A to point B because…
Idk what he's getting out of asking for crits on stuff he didn't make. XD He claims to work at Blizzard though so who am I to argue? Heres some of the stuff that I am certain have made an appearance here: There's also a few guns that I'm not certain if they belong to a polycounter, but at this point I'm fairly sure they…
Messed with the spec a little and pushed some colors around to create more contrast by pushing the greens in the shell and moving the fleshier bits more towards a red/purple. I overlayed some green gradient over the front of each section to create more interest and separate the sections a little more too. :)…
The combat animations were alright, but the idle ones, and talking ones.. felt the worst to me. Perhaps they will make them more emotion controlled, I would like to see a character's disposition and "mood" affect their body language. But there's a much bigger thread about this in the General forum, I thought I would…
i can see normal map seams on edges , i think uv's are not separated or if you have baked maps in substance painter try to give one smoothing group wherever you get this seams . idk why substance painter does this but sometimes even if your uv's are separated it will give a seam at those edges so to get a nice smooth edge…
alright, at this point i want to thank you all for your help. respawnrt and almighty_gir it seems it works best with polybump (tho it only allows texture sizes up to 2048). here is what im at now, almost perfect, tho there are these grey shades (see image). idk whats causing them, cause the model has only 1 smoothing group…