Hello everyone, so I made a Fox in 3Ds Max to use in Unreal
Engine’s sequencer. I’m actually paying an animator to do the sequence for me. I
sent him the model and he rigged it. He used Maya for the rigging. I plan on
using Nvidia hairworks for the fur shader in Unreal. However, I’m wondering,
how do I get the splines…
Hey all, this is something I've been struggling with for a while now. I've been using DDO for about two years, I think it's great, however I can never get the exported textures to look that similar to how they do in 3DO. Having read a lot of similar posts on many message boards and not being able to find a solid solution I…
Hasbro's $1 billion bet on internal game development Head of digital product development Dan Ayoub talks about the toy maker's plans to get back in the game. https://www.gamesindustry.biz/hasbros-1-billion-bet-on-internal-game-development
https://www.forbes.com/sites/cameronkeng/2014/06/22/employees-that-stay-in-companies-longer-than-2-years-get-paid-50-less/#337d363ce07f This is about accruate as far as my job situation has gone, I've seen the biggest increase in pay after changing jobs for one reason or another. I was wondering if everyone else had the…
Ok I'm working on a model, I've never really encountered this before as it usually works but for some reason no matter what I try the the size of certain objects I've created are incredibly small compared to others. I've tried "rescale clusters", packing my UV's in a bunch of different ways and even downloaded textools and…
You can always learn something about how to properly build a lowpoly. And with 'edge flow' I mean every triangle edge. Just last year I had some fun time going through the edge flow of breath-of-the-wild-links fingers. There are just so many ways you can do it wrong with a plain "nude" figure. Not to mention more complex…
I have a mesh that has 7 texture channels using a multi-subobject material. Each of my slots is named and uses a placeholder texture, but once they get into UDK (in ASE format), they only have 2 material slots/channels. Im using Max 2011. Does anybody know why this is happening? Thanks Edit: Never mind, I've sussed it out.…
I'm not sure how to create this effect on my texture and wondering if anyone can suggest somewhere to begin. Basically I'm looking for an effect that is garbled, but still sharp and pixelated. You can see it in this screenshot: The effect is caused by viewing my raw texture from an extreme angle in Unity, but I'd like to…
Hey new to modeling but wanted to get some pointers on something. I feel like I got most basic low poly modeling stuff down, but sometimes I see models that are slightly higher poly but way lower poly than something made in Zbrush or with dynatopo in Blender. Stuff like this:…