Epic has just released the UDK's April Beta. Check out some of the new goodies after the jump! Epic has released the April beta for the Unreal Development Kit - Epic's free-to-use editor and content creator. It hosts a bevy of changes to the tool set so be sure to familiarize yourself with them before jumping in. Unreal…
just thought id share this with everyone.. even tho most people were bound to find this out soon anyway. (if you dont already know) :D April Beta Upgrade Notes Unreal Editor * Unreal Content Browser now has an option to generate private collections containing the resources a specific asset references. Generate Resource…
Hey! This is indeed a useful skill, and we do have lots of resources to help explain it (and many experienced artists here who do it!). An atlas is one way to do this kind of workflow, where all the UVs are contained within the 0,1 uv space. You can mirror and stack UVs to reuse space, for example to UV both left and right…
Press s to scale on all axis. (if you then press x/y/z you can constrain to those axis, or shift+x/y/z to block scaling on that axis) For free rotation, just press r twice Edit: you can also use mouse gestures for transforming. Draw a v shape for scale, a circle for rotation and a line for moving. You can also use middle…
Now this is interesting. Usually people work through everything else for sculpting and texturing, the more creative/artistic parts of our job. Sounds to me a bit like you looking into the more technical side of things would be the better choice for you? UVs retopo struggles sounds mostly like an experience thing to me. Do…
Sounds like you may want to use a tiling texture, but I'm not sure what you're trying to accomplish. Try doing this, 1. Select all faces, in the UV editor Unitize the faces (this will draw all face exactly to 0-1) 2. Select all edges, deselect the edges you want to be a seam. 3. Move and sew all the edges you have…
Character sets and Trax wont help. With HumanIK you can pretty good transfer animations between diferent biped skeletons. As it comes to custom rigs, what I do is to create a skeleton that matches all the controls of your rig (duplicate the rigged one), constrain your controls to this skeleton, and then transfer your…
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In your image the Pole Target is empty. That Bone.040 is acting as the IK target -- where the bones in the IK chain, a single bone in this case, will try to reach. It's not acting as a Pole Target. The IK constraint, when set to a Chain Length of 1, works the same as a Track To constraint: the single IK chain bone will…