The procedural example package has a good starter effect. It manipulates individual particles in the array of a particle system. Note: this example uses the old Unity particle system. You can still use it, but you will have to change it if you want to use Shuriken. Still a good demo.…
Lookin good Davett. For lighting I would try a red service light in with the pipes, an old lamp that's attached the to wall just above the door, and some hanging tube lights in a small array on the ceiling. Be sure to expose the wires in order to jive with the scene's theme. Just some ideas to get you started Cheers
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Probably looked at the Viking hall concept for too long, because I had to start a blockout :o No particular goal or time frame yet. It would be cool to flesh out a couple of individual assets like the large statues holding the fire bowls, the wall carving and the throne and mix them with Megascans assets. Currently the…
For my Final Year Project i will be doing a array of animations using a blade mocap suite. Once these animations ar captured i will be trimming them and cleaning up in maya and motion builder. These animation will be ready for use in UE4 to be rendered if needed. These are two of the show reels that have inspired me to do…
Would this do ? Just change the matLibPath to your needs, and dont forget the double \\. Select your objects and execute. tmpMatLib = loadTempMaterialLibrary matLibPath c = tmpMatLib.count sel = selection as array for s in sel where (superclassof s == geometryClass) do (s.material = tmpMatLib[random 1 c]) )(
For non artsy stuff, the Nerdist's vast array of podcasts is worth a look. Some of them are a bit naff, but there is good stuff amongst them. I'd highly recommend the Nerdist Podcast itself as well as the Thrilling Adventure Hour. www.nerdist.com The rest of the ones I listen to might be a little Australia/Melbourne…
Yeah, first use Path Deform (WSM) to put the object on the path and deforming on it, then Instance the object (use the Snapshot or Array tool) as many times as you need with a fixed X/Y/Z translation offset. The instances should move along the spline and deform with it. Kinda what Rhinokey said plus what I originally said.
One of the reasons it looks very washed out is also your lighting, it looks over exposed with no shadows to speak of. Lighting does a lot about the mood and getting the right look, the screenshots that Di$array posted shows the difference as well, so putting in a skylight and a directional light to simulate the sun, and…
Too bad...Then you can try this, but it will affect multiple objects, not only this one. Go to the world settings, and go to the lightmass section there. You'll see the array of baked lightmaps on the bottom section - its also visible on your last picture. Find the one that belongs to this object, and either disable…