I've found a solution: to upload a Modo's soft body into Sketchfab you should export Alembic file after cache simulation. SketchFab can read Alembic file (including point cache animation) The result: model
Just a quick comment for now. If you're showing off a lot of UDK shader work and such, it might be a good idea to include (part of) a nodegraph on the titlepage thumbnail. Right now it looks like 4 weird green blocks.
heh, 38 (35+3h overtime payed 25% more) , ah lazy french ! I did a crunch from 9am to midnight, included week-ends during 3 weeks though, and it's not going to happen again !
Hello, I am interested in being a part of your team. I am skilled in many areas including modeling and texturing. would love to hear back from you soon. Thanks so much. ACC
Yes! This did me wonders. I included much more sci/tech in google-news, and less OMG TUNE IN TO FOX-NEWS AT 11 TO SEE HOW THE WORLD WILL END stuff, which is mostly bull anyways.
Hi All! In this weeks update I
wanted to show my progress on texturing the legs. I was inspired by
tiger stripes and wanted to include these types of motifs into the
design. More updates to come and have a great day! Rag.
I am interested in how Polycounter's approach this as well. Adobe Bridge is included with Photoshop these days IIRC. It has all those things plus some excellent adobe software integration. That is what I am using.
With your criteria you could do a lot of different things. Bridge, engine room, cargo bay, crew quarters, bar, etc. You can even include a little bit of hallway to frame things if needed.
That's pretty much exactly how it's done. The fur is shader-driven and includes a bunch of parameters for spacing shells, painting fur direction, and adjusting opacity/density. I was actually looking at the shader with one of my coworkers on Wednesday.
Looking cool! I'd say add breakdowns and workflows. I'm not sure if your work is PBR, or what your wireframes look like, or what your UV mapping looks like. Include these in all your projects.