I was asked about the hair: Sculpted the base with the CurveTube brush to have something to snap my strokes to and then the individual strands with the 'Size' curve modifier ontop of it. Also, used 'snapshot' to generate multiple similar curves quickly. I deleted the base after I was done or scaled it down to have it blend…
I think I'd also prefer to do something similar to this month. I think these ability modifiers have a higher technical bar, especially if not all of the items are released in the workshop files. I still haven't gotten myself set up with importing items into the test client, so I'd appreciate anything easier to work with :P
I tried the udn method, the last screenshot i took was doing it that way, i tried putting a push modifier on the low poly to offset it a bit and it still penetrated like crazy, but taking all the stuff i had and putting it into xNormal worked fine, so i might just do it that way in future :D
They managed to add a few cool things in 2013 like the Nitrous graphics driver which seems faster than DX. That and the mCloth modifier which I haven't messed with yet. But they need to stop annual releases and focus on making the software more stable and solid. 2013 crashes very easy, and apparently I'm not the only one…
Hello again everyone, sorry it's been a while. I've updated the scene with the suggested changes of the space shield. Thanks for doing that paintover toxic_h2o, my first ever :D I'll look into modifying the lighting this week. Here's a modular section bonus shot to keep things a bit more interesting. Thanks very much for…
Oh yeah that would work aswell, sometimes what I do is I make a quick proxy mesh snapped to the originals mesh vertices, and use the proxy mesh to snap my pivot to, It just doesn't snap to it's self with any given tool, for example snapping the slice plane of the slice modifier also doesn't work.
All engines use dds (DXT) compression by default. Some use slightly modified version, for normal maps, or other special to engine textures. And NVIDIA Textures Lib is widly used for compressing them. The main difference is that UE4 handles it on importing, while CE3 forces you to use some odd plugins for photoshop 0o.
I love the "Iron Helix Refinery Control Center" (boy that's a mouthful, hehe). All of your stuff could use a ton of optimization. It looks like the meshes you'd apply a turbosmooth modifier to. Some of the most obvious places are the planar parts of the bridge, the ramp and supports for the roofs on the modular bay, and…
I long for the day when Ptex will become the new standard for everything (and for Zbrush to support Ptex), and we can just confine UVing the the pages of history. Though from what i've seen, the new unfold3d algorithm Maya 2015 is using looks pretty smooth. I've always hated Max's modifier stack based workflow.
Should be working. Sometimes I've had to move the time slider back and forth for the skin to update. There's a checkbox in the skin modifier's Advanced Parameters rollout "Always Deform" make sure it's checked. Do you have the latest service pack installed? Maybe you can make your first file available for us to download?