Smoke's on the way! I'm trying to avoid phoning it in with traditional smoke techniques. I've been playing around with a few ideas for 2014+ style smoke particles. It may all come to nothing but I'll post what I come up with! Thanks for the C&C so far! :D
None of these solutions worked for me. Do I need to convert my editable poly to a mesh before exporting it as an Obj? I am exporting from 3DS Max 2014 with no textures applied with the exception of the base grey material. I am also using Photoshop CC current.
Using 2014 Max Design. File would be maybe useful. I could check all the settings myself. I am off to sleep soon, don't bother with this problem too much. I will try tomorrow but morphing is also a solution. Thanks for all the help so far.
Yeah that fixed it. Another question though: Now when I run the Quixel Suite, the application opens up the incorrect version of Photoshop (CC 2014 summer release which lacks flash panel support and thus, sucks). Is it possible to tell Quixel what version of Photoshop to run?
Hello again, This was the long journey, and finally we can proudly annoucne that T.E.C. 3001 will be available on Steam from April 10, 2014. This game is good choice for everyone who like fast games full with adrenaline and heart pumping gameplay. So hardcore gamers, bring it on. Cheers!
The new "Reduce" in Maya 2014 works pretty well. Other than cleaning up my models in ZBrush or by hand in Maya, I haven't really used anything else. To add on the UDK LOD tool, CRYENGINE also has one. I'm sure there's a plugin for Unity too.
very nice idea :) love it but creep only got 2 types only right... there seems got 4 there. and it somehow reminds me this XD http://cartoonsimply.com/wp-content/uploads/2014/05/keroro-platoon-sgt-frog-keroro-gunso-5075483-1024-768.jpg
You beat me to it, :) I can’t wait to see this. Unreal 4 has come so far since 2014 and I can not wait to see where UE5 take us. I wonder if they will show the user interface and if it will be any different, so far it looks just like UE4.
good call about compression settings eric. i was pointed to this: http://oliverm-h.blogspot.de/2014/03/ue4-quick-tip-dxt1dxt5-normal-maps.html seems i need to come up with a name for my method quickly so it can be credited properly in some soon (...) to be shipped game. ;)
http://wiki.polycount.com/wiki/Category:Topology http://wiki.polycount.com/wiki/BodyTopology This is decent but it's using tube-arm method which isn't really ideal: http://fc00.deviantart.net/fs70/i/2011/034/0/9/male_body_topology_by_iceblazer17-d38qkxj.jpg Basically you'll just want loops around muscle groups.