Hello fellow Polycounters, I'm working on an indie game project and running into problems importing animations that were created in Maya 2013 to Unity. I've searched google trying to find a solution and tried various techniques. However, I still am unable to import the animation to Unity. I've tried numerous variations of…
Hi guys, Just started to play about with using displacement maps in UDK and have come up against a few problems, I've checked out a few guides on how to create Displacement maps and how to make use of Tessellation but have come up against an issue that I'm not too sure how to fix. seeing as this is an early art test I…
This is around 6 hours of modeling.Out of nowhere the idea came and i decided to model right away! :D The idea is that the headphones look really interesting and something you would want to click just to check out as im trying to make something thats gonna attract more viewers than usual.The bending pipes in the back are…
It might be worthwhile to put image of yours and the concept together in photo edit app and then toggle opacity back and forth. The intent is not for them to match exactly but this can be helpful to gauge if you are hitting in same ballpark. At least in terms of how image makes you feel as a viewer It seems that the…
That's why I'm always saying, don't only read, go ahead and just forward into texturing and it becomes much clearer. Because it's complex to describe with words but quite easy to understand with a bit of trial and error practice. Let's say you want A LOT more resolution on cylinder though. You can only scale it up so much…
+1 for taking the Python route. You'll end up learning mel along the way, because most of the python interface is a wrapper for mel commands. But it gives you access to a lot of awesome amazing python tools and libraries so it's well worth it. The important thing is to keep the context of your python learning grounded in…
A good rule of thumb with your occlusion pass - especially where it is applied to skin - don't leave it a flat black. It's the same logic when you're painting, you never want to paint shadows or really anything a flat black, it pulls the life out of the piece and looks unnatural. This could help out -…
Here is a hand painted shield I have been working on for the past few days. I'm trying to get it to high or professional market quality for sale. I don't really have any directions other than it is a hand painted shield, so not sure what it's scale is, a buckler or tower shield. Anyway, Here are some of the dev images of…
gateian: thanks very much :) , I see where you are coming from with regard to the brusing, it does seem a bit daft that a fighter wouldn't have at least the odd knock here or there...lighting is on the stuff to get my head around list along with rigging, sometimes it just seems like there's so much to get to grips with!…
That's something I'm wondering about, actually. I tried out importing some GIFS into Unity to judge them VS. the full-color TGA textures, and there was SOME size reduction, but not as significant as when I just viewed the TGA and GIF side by side in a file manager. SO I think Unity is probably converting the GIF and for…