I guess it is wrong to try to use Scale on mesh during animation. I want to stretch the 'legs' with bones at their base. So this is what I wanted to achieve: but this is wrong because it uses scaling a mesh in animation https://streamable.com/w92le5 So I have to do the same with a bone: and it stretches the leg but keeps…
If you don't know anything about webdesign, its best just to do something like this, http://adambromell.com/ and spend the rest of your time improving your game art skills. EDIT: Chris beat me to the punch. Really this is all you need [html] <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"…
[ QUOTE ] 22" wide main LCD and 19" CRT [/ QUOTE ] Same here. Photoshop on the CRT with the pallets extended off to the main widescreen. Max on the Widescreen with its floating pallets extended onto the CRT. When you switch apps the pallets for the other hide behind the current app. Max is on the wide because color doesn't…
It took about 10 seconds to load all the images on the page. Since your thumbnails are monochromatic, maybe using something like 16 or 32 color gif images could help reduce the image size and make the page load almost instantly. As for functionality, what was bugging me a little is that I couldn't go back to main page with…
Really depends on your preferences. I have two ultrawides side-by-side, but I only use the left one when rendering going hard on lookdev, and sometimes references. If I had a decent and smaller screen for the left side, I'd use that; so I'm using my old display when i upgraded my main. I have to turn my neck nearly all…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
I've been learning to use substance painter and the sculpt->make-normal-map-for-low-poly-mesh pipeline. I'm trying to make some textures and normal maps for bricks, stone and wood, baked them through substance painter, and they all turn out like that: Instead of something like that: My issue is that there seems to be more…
Hello everyone and thanks for all the previous comments and support! Just wanted to keep you updated about Cghub We are still working on the website, here are some notes on whats going on: 1) 3d models library increased to 920K+ assets so far B) (almost 1 million!) 2) The main issue we are currently facing is website SEO…
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…