Started working on a brick tonight, only managed to get the base done so far. Still need to work on the grout and getting the albedo done. First time finishing a full material in substance (only did small tests and played around with nodes before) so I am still learning the specifics of the program. This tutorial was…
Ah yeah, the lines are blurred with UE3. Programmers can write a shader (like HLSL) that generates the inputs for the nodes in our material editor, but we can also switch the material editor to use "Custom Lighting" Which means you can generate the whole lighting model in our material editor (some stuff is still done in…
I would give the bracer it's own bone, parented to the furthest wrist twist bone and animate the bone based on the wrist twist. I honestly can't remember how to do this it's been years since I've done any serious rigging, goodluck, maybe Mark Dygert or one of the other rigging genius' around will grace you with their…
I've been lurking around polycount for a some time now and while I am still a student I figure it'd be a good idea to post some of my work to get feedback and critiques to up my game before graduation. One of my current WIP's is a game environment based on Disney's TRON franchise. So here we go: Flynn's Arcade: The current…
Hi guys, Hopefully someone can point me in the right direction, I'm still fairly new to 3D and very new with 3D for games. I have modelled, rigged and animated a character and am trying to export it as an FBX for import into Unity. When opening the FBX file after export it looks as though none of the animation has exported…
Yes its a complex thing that turns 3D texture painting into its own fulltime job. Not sure if its still the standard beyond creature texturing. From what I'm hearing it seems Substance has been making inroads for most types of assets and surely everyone prefers actually painting the surface directly and having full…
Its messy looking for everyone not only for non programmers : P those brackets, Professional Experience(){ text text2 } First off thats not a nice way of writing this, and that function/script would contain something and not initiate brackets that does not make sense, at least in the languages ive seen - if you do it this…
I'm not trying to make a Maya vs Max vs Blender thread for the millionth time, I swear. I'm working on a UDK based project and was wondering if you have suggestions/ experience on which program you find plays well with UDK the most. This is my first time doing character animation for games and decided to try out the CAT…
Sorry for the delay, I finally got around to being able to write this up. I can only hope your body is ready for this wall of text. So, things that have been worked on since the last write up are: * Obsidium Spikes * Braziers * Brazier Fire and particle fx Spikes Before I started on the spikes I had a few things I wanted…
Goal To improve my understanding of non-destructive game asset optimization and topology, I'm modeling a pistol with the intent to work effectively in VR. I like this as a stress test of my current skills, as guns are perhaps the most crucial asset in a visually appealing shooter. VR is notorious for it demanding…