My steps and vision for vehicles to explore other planets and moons for potential terraforming: I started my design with plasticity, blocking with basic forms with main idea for chassis : Other steps are just polishing and refining and switches to working ideas: blocking by materials to define shapes more specific:
Hi, -sorry for the double post- first of all here's a quick gallery update. And for those who are interested, I made a quick step-by-step tutorial on how I gave that character this angular look. -Step 1- I first sculpted some muscles with Clay Tubes. -Step 2- Then I defined the 'hard edges' with the Standard Brush -Step 3-…
Its called SoftImage: XSI Mod tool, and XNA Game Studio 2.0.NET with VisualC# Express and DirectX 6 or 7 (whichever one came out in 2006) Or 3.0 with game programming for MS Zune edition. To the OT; After reading the replies so far, if you are still up to create "AAA" game and know the programming well in relates to…
Hello senseis,I find this feature of Unity fantastically frustrating, unintuitive, and potentially destructive. Is there a way to change it so that saves work like every other program I've ever used? -I could understand if it were a feature of 'scene' saves (within the same project), but projects!? Madness? -How are you…
Nerdy stuff Pros VP2+DX11: Fast to render, fast to iterate. true WYSIWYG in viewport. No export/import to deal with. Can add FX and Cloth but not very fast. ShaderFX support. UE4: Fastest to render, moderately fast to iterate, have to wait for lighting to rebuild and shaders to update. Access to add fast FX, Cloth, Physics…