Blitz have a second interview where you work there for two days (doing an art test), put you up in a B&B if necessary. I thought it was a good idea. I wouldn't imagine the 2-3 hours will be non-stap questions in the same room, probably much of it will just be getting shown around and discussing projects I think.
Hi,everyone I am doing a tree .Want to import to unity3D. But ,The final effect is not satisfied. see first image ,A tree is translucent.But B Tree is right .(A tree got form 3Dmotive toturail) See second image .A Tree and B Tree used same Shader by Transparent/Diffuse setting I do not known why ? Hope somebody can give me…
Lately there's been a huge amount of new modelling/retopo tools added to blender "under the hood," so I thought i'd mention a few of them here. first of all, intersect functions (so helpful for architecture and mechanical modelling i can't even begin to tell you. anything hard surface/precision based): [ame]…
I've noticed the end two colors are 100% S / 70% B yet the middle colors are 50% S / 100% B Is this intentional? Is saturation important, or is it just value and hue? If saturation is important, than what roll does it play? I understand hue is derived from the values and the values are derived from the enviromental…
i generally dont combine unless there is a compelling reason to do. separate things are relatively easy to combine, but once you combine it's more hassle to uncombine later if you need to. And for an environment kit for games, you have more flexibility to change position of windows if they are their own entity. As far as…
I'm assuming you're trying to re-cast the same variable to a string right? You cannot recast the same variable as a different type once it has been declared. You'll want to make a new variable: float $a = 4.00; whatIs "$a"; // Result: float variable // string $b = (string)$a; whatIs "$b"; // Result: string variable // With…
What do you want to achieve? I think the Character Mapper is used together with Maya's Character sets. As far as I was able to tell it's used for mapping character A's animated attributes to character B's desired attributes. In other words to get animations from char A to B even though they might not have completely…
안녕하세요. 이 사진은 3ds Max 및 Maya에서 수정 된 동일한 개체입니다. A : 모든면을 스무딩 그룹 '1'로 설정 B : 모든 가장자리를 부드러운 가장자리로 설정합니다 . 3ds Max에서 스무딩 그룹을 사용할 때 오브젝트의 법선이 B (마야 사용)처럼되도록합니다. 모서리에 모서리를 추가하거나 하나 하나 일반을 고칠 필요가없는 방법이 있습니까?
What do you think when you hear the word [b]"Terminator"?[/b] I think of robots and high-tech weaponry. That's what this skin is based off, I used metal plates inlayed within a chrome background with blue energy rods with buttons and charges to give a robotic look. a…