I'd say the design isn't bad, it has a sort of rugged boxy look to it. Sort of like grandpa's old rusty fighter from the last great war is the feeling I'm currently getting from it, and maybe you can push that when it comes time for texturing. (Think the old viper fighters from battlestar galactica compared to the new…
Time for an update. Gave Beta4 a shot and glad to say the crashes and panel switching are both fixed :) The right-dock bug is also gone, but in its place is a new bug that makes the Max panel icons and buttons appear in the viewport while in expert mode whenever a tool is entered or exited. Example vid: Viewport bug video…
Thanks Cape! ... Today's update for Lost (Cow) in Space: It's official. I suck at physics. Thank goodness I'm... ehh-hemmm... *deliberately* going for a slightly jerky toon style, or else my first attempt at chain physics would be *totally* atrocious, and not just embarrasing... hahaha... but on the bright side, there's…
Woooot made a quick and dirty bronze texture to test the workflow. I noticed a few problems. 1) I had this weird thing where my mesh went invisible even though it was still in the scene. This happened after I was bouncing around a few of the secondary specular and reflection options. 2) The toolbag logo moves when I hit…
Thank you everyone for your interest. The gig has been filled. ------------------------------------------------------------------------------------ I’ve been working on a spiritual successor to Future Cop LAPD for a few years now, but I’ve been having a difficult time finding an animator for the occasional job animating…
The hard edges are an illusion. The point is that after you're done modeling, you convert the instance to a regular mesh and merge the verts. Yes, this was done in 401 but 302 can do it too. Maybe I'm the only one who's never had a consistently solid experience with the symmetry tools. I'll symmetrize my model, go to work,…
No chance you could upload a stitched-together image of the material? I'd like to check it out and see how it works here in a few days when I've got some time. The process for the Samaritan demo would work in theory in UE4 since they stuffed deferred lighting into that demo and used 1-bit alpha, but those slides explain…
The blocks under the slide running back to the receiver are actually the rails that are the initial drivers for the cycling of rounds in a pump shotty. They're typically the same material or at least material coating as the rest of the gun metal though. I have to say that they stand out in a bad way atm. For a clearer…
Hey all! Not long ago I launched my 1st UE4 Marketplace asset. It initially launched with basic ledge grabbing and jumping abilities, but now it has evolved to more of a Parkour system. I am currently converting a lot of the code to be more modular so it's much easier to integrate with any custom character or Project. 20%…