@AntonioNeves yeah man, the area looked really interesting. Maybe the tauren starting zone, that's interestng too! I persoanlly went for a vanilla zone, there'snt much "wrong" with the newer zones. I love the worgen starting zone, but it's design is so strong allready! I wanted to do some design work too, so I guess…
Hello! I am looking for some help figuring out why the mash-id node in Maya isn't working as expected. I am creating a modular building and using a mash network to help distribute the pieces of the building out evenly (not sure if "mash" is the best way to do this). Everything works great until I add the mash-ID node. I…
On the bottom section of the merge window that will appear when you run the command, you have to click those extra 'merge' buttons to tell XSI to also merge UV coordinates/materials and/or any shape animations/weights you might have on the models being merged. As for the image in the UV editor, you can go up to the Clips…
2 years ago I read a book about cloud computing, the big server complexes being built in Washington state, and how this is all gonna change the world by making it so that all you need is a keyboard and a monitor (or mobile equivalent) to do all your computing. This book was frightening because that means every office…
Thank you guys for your answers I'll try to make it that way, just for practicing but, I want to learn how to rig it, If you can give me some advice or tell me about a good tutorial It'd be great, I don't know what "core knowledge" it needs. The thing is I thought about making the guide bounce a bit as it gets pulled using…
Plan is a good one and high resolution at 4k for a hero portfolio piece I'd want to squeeze in every pixel could possibly grab thereby hopefully capture the attention of eyeballs that actually matter which typically, at a glance what you've created is worth their time continuing too scroll through a detailed breakdown how…
So usually if I'd rig a robot I'd parent the different parts (as mesh objects) to the bones. But for my school project we are using our own engine and supposedly it doesn't support having multiple meshes like that. The solution I guess is to skin the mesh to the bones but that'll cause a lot of trouble since there are many…
I'm working on a character for the Hexen TC for Doom3 engine. This character has a complicated bone rig set up to control some bat-like wings. Manually posing the bones for each needed sequence would be a nightmare. I found some plug-ins for older versions of MAX called "anipose" and "CopyKey". But they don't seem to be…
Hi, i'm trying to import my Golem diretcly from the game tool : I managed successfuly to import my model rigged and skinned to the source golem model, but it seems to not working properly. It tells me that i reach the limit of 52 bones per model, but I have no idea how to fix it. Here what i did : - create my custom golem…
These are the maps you can use for a regular material: Some are greyed out because due to the shader used. Specular in UE4 is not specular as it appears in other engines/renderers. It only allows for non-colored specular between 0% and 0.8%, represented as a 0-1 range, with a default of 0.5 which is 4% reflection: The…