Hi guys, im currently setting up some blockout and first pass lighting for a small scene im working on, althouugh this is a night time scene i feel like im not getting the amount of bounce lighting from GI id like. Im under the impression its standard to set all materials to 18% mid grey value to begin with before i get in…
I've been playing around with learning Blender and trying to import a scene from 3DS Max comprised of about 150 models and 50 dummy objects. The obj format exports models quite nicely, but does not preserve the hierarchy and doesn't support dummy objects (among other things no doubt). So I tried every exporter blender…
The problem with asset packs for a single type of texture category such as forests or mountains when buying textures from a texture library is that the indie customer may not need all the textures in the pack and may need other textures not in the pack. For indies on a limited budget, this can easily put the cost out of…
How can you people be so blind? Lets us think about it for a minute: Obama was in Grand Rapids Michigan, for those not savvy enough, it was 616. Obama won a majority vote there on October, he won a majority by 30 votes EXACTLY! Make the math people! 616 + 30 = 646 + October (10 month) = 666, the number of the beast! Not to…
With the body in there, heads number one and number three are quite a bit too small in my opinion which is why I would say number two is still my favorite.
360 divided by (total) number of objects to be placed. dup. special: enter the result in the rotate field of your choice. number of duplicates = number of desired objects - 1.
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Hey! I dig the number 3 of post #28. The number 6 is beautiful too but have more rustic\tribal feeling. The number 3 reminds me something powerfull and maybe rare, valuable.
Nope, it's going to make a mess. Load the UV's for each individual mesh first, then select them all and apply Unwrap UVW, then switch the channel to 2, hit reset and you're good to go. It can be helpful in this case to move and separate the UV's on each individual mesh so they won't stack when combined. You can also assign…
I would skip number 1. The UDK we use now will probably be gone soon or updated to UE4. I can't speak on number 2, not involved with coding languages at all :poly121: Number 3 is a little vague to me, because GPUs do multiple passes. Each engine can also adjust where and how things are rendered. Crytek has done a lot of…