The new trailer looks great. I would recommend watching here instead of that lower quality youtube link. The 1080 trailer is just gorgeous. http://trailers.apple.com/trailers/disney/brave/
I'm pretty sure you'll be able to drive that through niagara - i'm just scratching the surface at the moment but given that it can place particles based on a texture .. the Houdini question is more to do with what happens to the instances ISM instancing only works within in a single actor so if you create a rock blueprint…
soo great .. . turn on 1080 p [ame=" https://www.youtube.com/watch?v=Nwm46hiFNBQ&feature=related"]Watch Dogs - E3 2012 Gameplay Demo HD - YouTube[/ame]
yeah, mop. i'm running on a 1920*1080 tv, overall i love the theme, and the banner is awesome. it's just weird how on IE7 it is centred properly, and in firefox it's left aligned.
hey there, its time to expand my Hard-Surface arsenal and trying to get better overall, specially on game models So i thought lets start with the USP's This would also be a perfect time to learn the zbrush hard surface tools for me, as i never used them. Thanks for visiting LATEST UPDATE ON TOP: Blocking out a Armored…
True, but I had UDK 'occasionally' crack under pressure from the bigger non-power numbers, like 1089, 2154, etc. Not a common issue, but best avoid I say if possible.
Forget that, installing now. Hope to have some fun with this, even if my computer doesn't mean minimum requirements. (RAM, and something else i forgot.) Going to take... 1080 minutes? Hooray.
Yeah, that's fine. The reason for the 1080 limit is that PNGs get re-compressed when uploading to Polycount and the file size baloons quite a bit. Feel free to add a link to a higher res image.
When you skin a model to a bone rig each vert needs to be weighted to a bone at 100%, or split between bones that then equal 100%. You can't have something that isn't weighted, that would cause them to be"left" behind when your character moves. So the ring of verts you're having trouble with around the neck should probably…
@renderhjs: Currently i´m reworking some of the codebase to make it easier to implement new features and to make the code itself more maintainable. This started as a little modelviewer for Ogre3D meshes and now it´s possible to make a simple lighting setup(this is something which will be extended first), show animations,…