In the office we are making a small game project and here is what I came up with for how the artist would like to control the in-game cameras. I'm not native English speaker so I hope you guys can understand the slides. Comments and feedback are more than welcome. I would really like to hear whether this is a good path to…
@fallenskyzero cool! okay yea so you did a full pipeline migration in the end to make it work. I've been using Godot more too and it's really just gotten to a point where it's actually useable, there's a lot of nice features in it that you can tell they came up with because of gripes with other engines, etc. Blender is the…
Hey, I have not posted in awhile, but I thought Polycounters would maybe find this interesting! Here is a breakdown of how I'm making the art assets in my game -- I think it's a pretty novel approach: http://www.youtube.com/watch?v=bez-9AnW3kI
The remesh modifier has been in testing for a bit now, but it was mentioned recently and worth noting. The cooler development imo is a project based on this paper: http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/ It is demonstrated here: http://vimeo.com/20774773 and then a couple of Remesh videos:…
Hello, i'm new to this forum, and also pretty new to graphics. I'm using blender, with this addon: http://blenderfbx.render.jp/ My problem looks like this: Is this problem with bad parenting? Weighting? Cause it looks like my models transform to local space of each bone. Also i give you the link for my topic on dota2 dev…
I want to make a 1024 wide x 2048 tall image and I realized I've never made that before. Do I just let Chuggnutt do a 0 to 1 fit and NOT maintain aspect ratio (stretches it across), then render to texture as 1024x2048? EDIT: I guess I'm just confused as to how I make it look 1:2 in the EDIT UVW window as well?
So I haven't really had this issue before, but lately i've seen that when i go to paint weights the response time is lagging like 2-3 seconds behind the stroke...could anyone give me a reason why? I'm painting on a 3k dense mesh with nothing in the stack except the mesh and the skin modifier. Thanks.
I've been using retopology in Max for quite a while and would enjoy a better solution to cut the task of making a rock in half. I've tried Mesh Lab but whenever I use the quadratic edge collapse filter I can not export the OBJ. So I am stuck right now, using traditional methods of modeling. :( I would appreciate any…