Dev Update #9 What's that you have an internal Build now? Can i Play? The short answer no, as its still extremely early in the development process but soon! Give or take a month or so. The start of this weekend started with a lot of panicked developers, loads of energy drinks and coffee as everyone worked to get as much…
Are you pointing out that your dad is a dumbass for pointing out something that might interest you, when clearly to you its garbage? You should be thankful you have a dad, let alone one that cares even that much to point and grunt at something that isn't a big pile of what you did wrong. In general, people are as…
The "Circular" unwrap happens a lot with the auto-unwrap tools. What's cool about DeepUV(I'm plugging this app again.hehe) is that there are tools to tweak this if you don't like the UV border it gives you. After the initial Unwrap in DeepUV, you can rearrange the border to your liking, select all the UV's within the…
Well on what you have there is pretty nice since it's not a full sphere. I made a couple of examples. How you could go about mapping that. It depends on how much texture space you wanna use versus stretching etc. In the last example that'd work best if you got some sort of natural seam in the object. So the top "half…
I too have experienced this, what I found works best is just to step back from whatever you are working on and just go relax for awhile. Read a book, play a game, or go for a jog or something. Just try and get it out of your head. Come back after a few hours or the next day and try again. I feel one of the worst things to…
I think using A3, B4 and C4 would make for a pretty consistent group shot as they're all kind of relaxed. You should definitely flip the weapon of A3 because right now he's blunting his weapon. And C4's weapon needs to be further back over the shoulder to balance it properly, and relax his left arm a bit. B4 needs the most…
Yeah uh Unwrapping in Max really isn't bad. it's one of the few things in there which i feel work decently (when you get texTools) You might be missing some key concepts like: -Hotkeys for common operations (have to set them up yourself, default ones suck) -Always turn off "normalize" when unwrapping to keep consistent…
I believe anyone can tell you that those things have nothing to do with the engine. I've seen the "gamebryo" trend taken to the extremes, like blaming gameplay on gamebryo, blaming gameplay related crashes to gamebryo, blaming facegen related things at gamebryo. Animations are due to bethesda, the many gameplay-related…
since my last bug was a dud, i decided to post a genuine bug this time around: i'm a regular user of the "stitch selected" due to it being faster than going through the pelt. this time though, its bugged out. instead of scaling the piece down to fit, its scaling it up. here's a download link to the test scene: testscene in…
Yeah, that’s about the right idea. You want those secondary
forms to serve some sort of purpose whether it be as a function of anatomy or just
something there to add to the visual design- It’s all there to support those
bigger shapes. Maybe what might help in your specific case with the torso
is to take a closer look at…