Solved this with a solution suggested by my colleague. 7 rows of python code was all it took. I'm pretty much querying every frame in my range for it's value. Then creating new indexes with colors and positions in a ramp node. I.e. keyframe value = color and frame = position.
The team has a few more people now, we are still in search of another modeler ( preferably specializing in texturing) , an animator, and a coder who can code in unity3d. If you wish to apply please email me at usman_429@hotmail.com
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Scene Setup and Landscape Workflow in UE4 and World Machine + GeoGlyph 2.0 I tend to go straight into Unreal to begin blocking out an environment like this, as opposed to setting up a fixed camera in Max. I may go more into the reasons why as an addendum to the thread later, but the simple version is this; in my…
Using Blizzard-style art as inspiration is good, but using them as primary references without understanding the core concepts behind arms and armour is bad; you'll be copying and incorporating their lack of understanding into your own work without realizing it. In the early 2000's basically nobody knew how armour worked…
Okay! First I want to compliment you again on how good it looks! I wouldn't be writing a critique this if your work wasn't this nice, and I'm looking forward your to next pieces. I've got pretty much only anatomy pointers. I tried to color-code so they're easier to read but the text colors are changing once posted, haha.…
Hello! I made a model of my D&D character for my portfolio. The goals I kept in mind for this piece were to: * Complete a game-ready 3D character from scratch, without any base meshes * Learn the hair cards workflow and experiment with manual placement * Convey the core idea of the character, even when the concept is…
It actually sounds like its going to be easier to deal with than redstone, people are already creating tons of applications for it because the specs are released. It looks like people are going to write a bunch of cool uses for it and release them, but even in game they are going to come with code already on them.
PBL shaders, PBL shaders everywhere! and they're juicy good too! I'm so glad a lot of this stuff is coming up lately, as i wanted to get myself into a bit of coding for shaders myself to better understand what i'm doing while texturing... and that SSS rocks!
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