Hi guys. I modeled these assets according to my initial idea for the contest. But talking to friends, a question arose and I would like your help. In your opinion, what would be the best choice for the game? A - The character would drive the tricycle and use the wagon adapted to carry the bombs. Or B - the character would…
Alt+Q = select edge loops Alt+W = select ring loops Ctrl+T = Target weld Ctrl+B = Bridge (selecting 1 edge then ctrl+b to bridge to other edge) Ctrl+C = Chamfer Alt+C = Cut tool Ctrl+Alt+C = Connect Ctrl+W = Weld selected ` = Stitch selected in unwrap The rest is pretty much standard and some maxscript shortcuts.
Thanks for the reply Zach. Man, I wish the art program I attended had a focus in game production. If you don't mind me asking what is the school? Anyways, yeah, Quixel is great. It's good that they have you using photoshop in school because all those skills are essential for texturing, especially with the Quixel suite…
Ahh good I'm glad it helped. Some more quick info about biped and MotionBuilder (separate app) The layers in biped can be handy in helping clean up mocap by giving you a new layer to key over the top of the old. You can also capture a few key poses and some inbetweens using the copy/paste poses (I name them the frame they…
Alright, here's what I have now! I think we've pretty much figured it out, I'm just going to look at some more PSUs to see if the prices are low enough to even bother going below the 1100W I've chosen so far. :) PSU: ABS Majesty series MJ1100-M Continuous 1100W RAM: G.SKILL Ripjaws Series 4GB 240-Pin DDR3 SDRAM DDR3 1600…
Hey all, I am working in unreal 5.4.4 and have the current error message with Nanite. I have nanite disabled in project settings → render tab. I also have raytracing and lumen disabled as I have no need for those in my current project. I checked all my models, material and blueprints and didn’t see nanite enabled on any of…
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…
Maybe we could have two perms. A Being the current and default. B For the spill over when needed (like now). Anyhow I have a B in session for anyone who cant get in A, but its not a permanent. https://plus.google.com/hangouts/_/a23726d044309fbf7deb9f3713e5ca40509b9cc8 Attempt A always first.…
you could do this with javascript. the usual way to go around doing this would be something likedocument.getElementById("YOURCONTAINER").innerHTML = "<b>WHATEVER</b>"; since that runs user-side it might not be what you want though. you can also use php or some other server-side script, that's how people usually serve web…
Thanks. So would this happen when: A: Keyframe while a joint is selected. B: keyframe while a constrained object is selected (curve in this case). C: keyframe while both the above are selected. I am guessing B & C? I think my understanding of keyframe entry is wrong. I figured you could keyframe an object constrained to a…