All good info. I'm going to steal this wisdom. @Di$array: I don't think it will be long before you land something. Are you willing to relocate? I'm kind of in a no man's land due to over abundunce of great artists and no jobs. I'm not at that point that my work says "wow, hire this dude" but I think you are close and if…
I am researching the feasibility of using about 20 cameras in Cryengine stitched together, and rendering out of each camera's sequence separately, then stitching them together in after effects. Now making that happen isn't really the hard part. The hard part is getting the cameras to be aligned as close to seamless as…
Okay so here I am using the PArray to generate explosion physics, and it's doing the job just great! Except for the fact that I need to export the physics animation. The instanced geometry produced by the physics calculations is attached to the PArray, and the PArray isn't exportable. Is there any way to: A. Fiddle with…
Okay, sometimes you have to select in a loop, but the main issue in your original post was the duplicate work. You can take advantage of subtracting bit arrays to avoid the duplicated work. Check out these two functions below. The first takes 11 seconds on a default teapot and the second takes 1/10th of a second. The only…
I've got a workflow hang-up with modeling a stylized character shaped out of nothing but "banana" shapes. My usual method in Blender is using "Subsurface" boxes to model each separate/major part, then "union" them before later sculpting them -- but this mesh creates lots of garbage polys if I union too closely to the flow…
I haven't read it, but from the material that I saw from it (and a simple fact that it was assembled over the years of constant updates), you probably going to see that some menus were shifted over time to different locations, or we now have new features that make some things much easier (like new Array modifier). For…
Hi, I use the HLSL function Texture2D.Load do retrieve texture information. These informations are 3 Texture Indicies, 3 Texture blend weights and 3 texture tiling vaulues. Now if 2 different texture indicies are blended which have different texture tiling values there are some kind of gridlines showing and i don´t know…
global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…
Yay! That sorted it. In the interest of meing nice, here is the script too. Why did I write this? Well, max 7 has a skin weight mirror facility. Unfortunatley the scale I have to work at means that the threshold value is often too small, and I always have a few weights that won't copy - 0.001 is too small, 0.002 is too…
On Polycount I use my last name as my forum name but on Steam it is Artais. I have created the "Hidden Talent" (formerly Grand Inquisitor) set for the Silencer that is now in Dota 2, the Fel-Iron Clinkz set, and now the Warden of the Depths Morphling set. Warden of the Depths Workshop Page Fel-Iron Clinkz Workshop Page…