how do i add a action/commad to a quadmenu and make it sub-object mode specific if i add an action/commad to a quadmenu rght now it show up all the time i whould like to have some actions/commands only to show up when in vertex sub-object mode and other actions/commands to only show up when i am in polygon sub-object mode…
Hello good folks on Polycount. I'm currently enrolled on the game development education at Stockholm university, Sweden. There's a lot to be said about the education but just so we're on the same page: It hasn't been very great. For our final project my group has been trying to put together a game. It is not finished yet…
Hello. I've always enjoyed drawing. I've done it ever since I was a kid (i'm 32 presently,) but I never got beyond drawing cartoons. I also haven't had any traditional art training or have ever gone to classes. I know practice makes perfect, and I do try and draw every day for a little bit, but for the past few years I've…
Procedural level design using Unreal Engine 4 and Houdini Engine. The level is generated automatically depending on length and width and another 6 parameters.So that there are no intersections of objects or holes in the level. To generate this level I used Houdini Engine. Plugin (HDA) runs perfectly on Unreal versions…
Hello guys I'm finally back at University and one of my modules is animation and I'd love to get critique from you guys during it. My first assignment is to create two walk cycles, one light, one heavy. I went with light first, I used rhinohouse with gangster/swag kind of walk idea. Atm I only have a front view because…
Hello everyone, so I joined polycount a little while ago for the polycount contest for csgo. Since then I haven't made use of this site... however I have a few questions which all fall under texturing. •Does anyone have any tutorials/videos that explains the different elements that make a realistic skin? •Does anyone know…
Okay, so I have fixed the problem by using world positions in stead of uv positions. Now you can scale the plane and it will apply the water shader based on world positions so it will just make the ocean area bigger. I made some pictures, and I am already pretty happy with the result, but I am in need for some help because…
Well I finished Crysis 2. The story was confusing. The cut-scenes just confused more a lot of the time. The fighting was generally all very samey. What did strike me though was how your brain fills in for missing gaps. We see this in reading a book. My memories of the story in the book are the images I painted with my…
Ok I checked out the official documentation and that camera node is not what you need. It says its "The Camera's forward vector direction". This will give you one direction instead of direction on all pixels. I think I also found the proper node and its called "view direction". Make sure to set it to world space.…
Basically, you're looking at a zoomed in view of your document that is currently only showing the portion of it that fits onto your available workspace. There is less than 1024 pixels of height available (but plenty of width), which is why the part of the document you can see doesn't look square. Framing the mesh doesn't…