Hello zOffTy 1. I double checked the rotation local x & y axis it's set to 0 by default I created the bones no changes. 2. I deleted and recreated the IK, the problem still same 3. I realized that my arm, forearm bones are straight, then I created some bending and added IK again then add swivel point, it seems the position…
"Pixel Normal WS node" <--- THIS That's the problem. More precisely, you're trying to change the Normal Map through this PixelNormal node, thereby causing an infinite loop. The normal map needs to have different logic.
Hey everyone, I'm having a warning appear when I import my mesh in 3ds Max 2013 about my objects in my scene not having axes perpendicular to each other. When I import my mesh into UDK it looks skewed. Would any of you guys be kind enough to point me in the direction to this solution. I wouldn't want to remodel my model…
First of all, what the heck are you trying to get a job as? You have a smattering of different stuff, but none of it really stands out as being especially strong. I don't know what "creative design" is, and I've never seen a job opening named that. I think you should step back and decide exactly what you want to do, then…
ok, i wanna add some flair to the icicle concept and i am a little stuck on how to, here are some approaches which of none really overwhelmed the critics. F is the original plain icicle and G isnt even done, cause it kinda already felt not leading anywhere. comments and suggestions pls!
hey all, last night added in a heap of random stuff to the engine, makeing it look cluttered, NONE of it makes sence but whatever, Now i'm going to loft some alpha planes with wire textures on it (if it works) to fill up the engine bay even more :) then... hopefully.... thats nearly all the modelling done :)
Select your material and in the top toolbar of the material editor you will see a checkerboard button with a yellow circle in the corner. It's grayed out if the material or a bitmap isn't selected. Click to "Show Standard Map in Viewport". Also go into your diffuse bitmap node and set alpha source to none.
@jose.fuentes none taken. thanks for picking a favourite piece, it gives me motivation. Thanks for the advice, I'll be sure to practice a particular style until I can mimic that studio's style. @MrHobo Thanks for the advice. I'll hone my skills to the industry's standard before applying for jobs.
I totally agree with you all I was just looking at it in engine last night and hated how none of it seemed to fit thanks to the texturing. So I have gone back looked at the concept and picked out the 3 main colours from each of the buildings to rebuild the texturing
This thought has come across my mind, that what I been doing for years now, could have better alternative ways of doing... I make characters, but I definitely haven't sunk in enough time to do a decent job of rigging models to animate them yet... Then I think of the rise of game engines lately, and I wonder; is it more…