Hey fellas I could use some help with getting my character into udk. I am a rigging & unreal script noob here. I have searched all over. I want to use my character with the UDK animations. I rigged my guy in Maya 2012 using the HumanIK Skeleton Generator. 1. Is this wrong. If there is a skeleton for Maya that works…
Hi there, I got a question on how to go about getting the UV's for a "complex" object to resemble the 3d model as close as possible. As you can see in the picture below the "railing" consists out of 3 parts: 1. The pillars (red lines) 2. Squares to support the pillars (blue lines) 3. Main support ledges (black lines) I…
Im not sure i get your question correctly. It does work technically, i.e. if I set those "Switch" integer value to 0 it will be for sure interpreted as "false" and integer 1 will gives "true". So technically - it works, but from UI point of view it doesnt make any sence since in designer the variable are clearly declared…
Hello, I would like to share with you my latest project. I recreated the monastery from one of my all-time favorite games, Gothic 2, as a personal project focused on improving my trim sheet workflow. For this scene, I set myself the challenge of using a single 4K trim sheet for all major meshes — including the buildings,…
I met a traveler on a green foreign forum page He seems to learn a
lot through his experience and age My hat is off for
any wisdom to be spare. End even no need for any goat sacrifices as a fare for gods to please
them in my sake , to be awake and drive beyond
what lurking evil might be there. At first it might pretending…
Hey guys, As to my understandingm, export name convention for substance painter is set to the name of the material that was assigned to the mesh from your model package. Is there any way we can change this in the config in substance? I can't seem to get it to work from 3dstudio max 2016. Is there a specific file format I…
This week I focused primarily on the texturing process and the initial scene setup in Unreal Engine. I completed the full texturing pass on my model, making sure all materials were properly created and applied to achieve a consistent and realistic look across the asset. I paid attention to detail in the surface quality to…
This is looking great so far. It'll be important to get the metal joints looking smooth, sub-d would be the best bet for this. Fortunately you have a ton of good reference (reverse-image searching on your ref board pointed to some ebay listings)