Totally agree with SHRIKE on the fact that modelling from real life is the way to go at this stage. It shows yourself an everyone else what mistakes you are making as we are all judging from the same starting point. You can also replicate the feel or mood of a real object much more closely and have people critic. Classical…
I think it was a pretty good episode. Weird how Ben strangles Locke on hearing about Faraday's mum...maybe he knew then he had to replicate the first crash as closely as possible? Does he know Jack's dad was on the plane in a coffin? I mean, the past few episodes have been further in the future than this one, and he seems…
So basically I'm making a game which has two players in the same view port, and both players are forced forward automatically like in temple run. because of the camera its important that both players remain in the same area, preferably running at exactly at the same speed the whole time, but obviously when strafing you…
I've done some sculpts on the ceiling to try and replicate some water damage. These have been baked down to a flat low poly in the scene. Added some vertex paint to make it look wet/soggy. Next steps for this will be to add cracks and add leaking water. I've also put some more detail into the texture for the curtains, as…
I built that Ultimaker in about 12 hours, then it took 2 days to get it working correctly. I had problems with the extruder feed, but because I was such a huge noob I wasn't able to trouble shoot it correctly. I've seen more technically minded people get nice prints on the same day they've built the printer. The Makerbot…
I solved the problem, Shader Forge is powerful enough and I replicated the standard shader (Specular setup) of Unity3D with ShaderForge v1.3 so I can now use Vertex color blend technique with the quality of Unity3D's standard shader with the help of Shader Forge now. Here's the full story of how I solved the problem:…
Indeed, normals are nice and crisp. By inverting the Y channel I can replicate the problem you had, so that was definetely the problem. The seam you are seeing now in the right of your image, it's 99% sure a diffuse problem, not a UV problem. Make sure you paint your UV's atleast 8-10 Pixels extra out of the actual UV…
Ok I looked into this a bit deeper. It's basically saying it can't use any dotnet stuff. However, i can't replicate this at all on my pc: it works just fine. I did however install a ton of DotNetRuntimes: I remember there's like 4 or something, and having the "latest" does not necessarily mean it will work. Try a few on…
See the links that were posted in the thread. You don't have to use a cloud filter for every texture. Just a solid color is good, and if you're aiming for realism, attempt to use some noise and even multiply it with other textures you can find on the web. Texturing is really just observation of real world materials. Don't…
Hi walrus, I was inspired by the "Pushing for largescale destruction" presentation by one of EPIC's effects artists which can be found as a PDF if googled. I chose to replicate the workflow as much as i could which meant creating the animatations in maya with physics simulators, then transfering the animation to joints…