Its not maya but i gave it a quick try in xsi... I did it with 2 seperate direction/look-at constraints. The constraint for the base of the turret follows a null which gets its x and z transforms from the "target" but always stays in 0 on y so the turret not rotates upward. You will need to basic expressions to get the…
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Right I get that, but I still fail to see how the "steam box" concept simplifies the process for the target demographic, if your hardware choices still have a huge amount of variance. From the mindset of the target demo, I still have two really big questions with this: Why buy a steam box over a regular pc with windows?…
This is a trigonometry problem, you just have to find the right-angled triangle between your cam and your 40*40 square. Create a free ortho cam. Put a square resolution in the render settings. Chose a random FOV, let's say 50°. How far must be the target ? 20/tan(25) = 42.89 So put that in the target distance, and it…
Well. I am still doing textures in Zbrush sometimes with auto PUVTunwrap exporting twice of target resolution and sometimes with my set of procedural "dirt" and "curvature" shaders extra to Zbrush paint (in 3d soft where UV's are irrelevant). Then I just bake it to target low poly . Done it years before Substance, Mari or…
lol You rock man. 100 Points for most helpful forum member I've ever met. I actually managed to get it to work though by simply creating a target camera moving the camera and target to absolute 0 (along with the scene) and then simply sliding the camera back to whatever looked like it was pretty close and then adjusting…
Me and my comrades are making a game in Unreal Engine atm and we need to figure out how the character can move around in the scene "any direction" and still be able to shoot forward, like second son: https://www.youtube.com/watch?v=MnGpfRBZWAc Example: Character face forward and shoots target, neutral shoot animation.…
Course Project: Complete environment from concept art Chosen studio target: Bioware Chosen game target: Starwars: The Old Republic Candidates: url]http://img1.wikia.nocookie.net/__cb20100108173320/starwars/images/c/cb/SithEmperorCitadell.jpg[/url…
compute tangent space per fragment isn't relevant here - it affects how data is encoded into the final bake, not how the bake is executed. To try and illustrate how baking works, imagine it does something like this... wraps a texture to the target object, projects a ray out from the mesh for every pixel of that texture,…
I've heard valid arguments for either approach. You get more control over your texture's sharpness when you develop it at-res, but you'll have to remake it if there's ever a need to have the next-higher step in resolution. I'd approach it this way: If the game is never going to require a 1024x map and will only use 512x or…