Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
Hello! I'm a professional environment artist with 8.5 years of experience. I'm open to taking on work in a freelance capacity! A little bit about what you're getting from me: I've been in the games industry for 8.5 years, and worked at several AAA studios, including: * Electronics Arts/Codemasters // EA Sports WRC *…
Hey Guys, Im at the ponit of killing or paying huge amounts of money for information!:poly142: Zbrush related question: Does anyone know how to lock the brush in screen mode instead of following the surface normals of an object in zbrush. Thanks a million for any help cheers rawgon
Ditto, this is what I'm curious about as well. I watched hourences' video and saw the other top down game somebody internal made in their free time but is it really possible to make a finished game without it or is it more of a prototype builder like most node based programming things I've used? I'll probably just have to…
Specter, I tried executing this code on both the full object or the vertex level and it gave me the following. I'm on Max2009 btw (staying away from the ribbon as long as possible!!!) -- Syntax error: at ), expected <factor>-- In line: ) Animax, that's fantastic! It's working very well and I like how it selects the…
Yes, that is what I mean. The converter/importer will most probably re-evaluate all mesh data to optimize the vertex/tri setup. And I think that things like handness are more or less ignored. Splitting the UVs or using a hard edge to enforce the converter/importer to handle tangent space correctly, is a valid "hack". With…
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I'm trying to emulate fluid movement with a panner node and time function but it doesn't loop it just goes up and then starts again when a period of time end. I have currently solved it by putting a very long period of time but I also want to solve it properly. Any suggestions?
Hey guys, I've been working on this pickup node for unreal and I need a little feedback. Mainly I'm looking for suggestions on maybe adding a little more zing to the diffuse and specular map. Any other crits would be appreciated, thanks.