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Hello there. I've been working on an escalator to put in UDK and I decided to animate it. I never do animation stuff so I don't know how to get the animation to work inside UDK. Right now my escalator has 19 steps, and I animated all of them using a path I had placed earlier and then just setting it to "Path Constraint"…
I made it as a standalone filter, you load it in your software (I usually use Substance Player) then input your un-normalized texture, set the parameters you want (output resolution, bit depth, and file format) and save the normalized file.
Check how it looks when materials are applied, and it’s put in a scene with lighting and camera angle. Many of these tiny issues become essentially invisible, in situ. But yes, triangles and ngons are ok, as long as they don’t adversely affect the shading. Usually fine on flatter areas.
Hi, For some reason, my object disappeared in the usual viewport. However, the object is visible when rendering. You can see an illustration of the problem below: https://www.dropbox.com/s/9btapo3lpeyvlzs/spsd010_object_disappeared_in_viewport.mp4?dl=0 Regards, Ben
Ups.. didn't see this before posting in "How the f.." .. :sweat_smile: But found almost the same model :grin: Hmm.. how do analyze usually any form.. and yes "simplifying" a form and subdividing it "later" helps. Also "retracing" some outline and connecting to faces can be a way to get some proper base to refine later.…
super busy since Exanima (muh day jerb) released update 0.9.5. I'm posting this update quite late in the day; Did a very quick bake of iron automatons so that they're ready for animations, unpainted as usual. Going back to polish the swamp abyssals and get a lowpoly done of that race as well. https://youtu.be/1_P3Y9LnPVQ…
A very important thing I've forgot to ask you @pior - you're using the Default right now, or would you mind sharing your setting if you've changed it? Where do you usually keep your left hand? Mine out of habit would have the middle finger on W and index reaching for E/R (Move/Rotate/Scale), but with Blender I get the feel…
@Klunk: The problem with projecting/transferring the actual normals of a mesh is that it's a closed surface (at least usually, maybe you could break things up into many smaller units, but then you'd have to manipulate those somehow). Imagine you want to comb your vertex normals sharply in one direction over a larger area:…