I think the robot look is just because of the head. It's got a weird shape and I'm not really sure how he would see anything out of it but a tiny sliver of his opponents' feet. It doesn't feel like a human would ever want to put their head in that thing. Aside from the head, it looks pretty cool and solid to me.
I'd love to see general sop solver and vop things, just useful little systems that you can build and use often. Tough to think of exactly what that may entail but interesting color growth, forces etc. Something between the difficulty of building flocking systems and the easiness of adding color noise. Intermediate.
Admittedly this is the part I really struggle to grasp. Any help here is appreciated greatly. This is where I get lost. What am I really doing with the normal here other than capturing the fine details on the sides? Most of the model is silhouette with small pieces connected together. The high poly and low poly are…
This topic comes up often here. As Polycount grows and we see new members, this is just one of those topics that will be asked enough. Fair enough. So please, keep it as civil as possible. We'll shut this thread down without warning if that doesn't happen. TL;DR on the post below: I offer an anecdote about myself and when…
I had a really horrible Steam experience too. I have broadband DSL 384/384. I considered wether I wanted to buy a Steam version or a Retail box. In my consideration was the following: -there was NO information on the Steam website that told me if I bought online if I could burn a CD of my purchase so that I could install…
Rigged the girl so long. I really don't like Softimage's IK Solver. :/ Also, I have no idea how to do real-time fire, like for a game. I mean, I guess I could have an animated texture, but I wonder if that's what they do nowadays, for things like flamethrowers and muzzle flares.
Well Bullet should work on all cards, thats what is designed for. AMD got their own Physics solver though. I would suggest, get the installer. Install it again the proper way. should work for all versions... http://code.google.com/p/bullet/downloads/detail?name=Dynamica-Bullet2.81-WindowsAllMayaVersions.zip&can=2&q=
I rigged a quadruped with a similar joint configuration and I found that using a Rotate-Plane solver IK still can work. Try attaching it to the joint closest to the "armpit" and the joint in the ankle. That way, you can have the forward-facing knee controlled with a pole vector constraint. This would allow for a more…
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for animations it could possibly work to bake them into the fbx file. i think fbx or unity doesn't work with ik solvers, therefor you have to bake the animation into normal fk animations, which then work in unity. maybe you can use some modifiers and plugins/addons and then bake the animation into every frame as normal fk…