You're not hearing me, Eric. What you are describing is an Art-directors job. How many paid art-directors positions are out there? how many folks wanted to just have a comfy IT job without much management? Do the math. Corpos don't need that many visionaires, those seats are already occupied by their kids. And yeah, I got…
Hi, I used Retopoflow tool to retopo my high poly mesh. I finished the retopo step and the mesh looks fine but when I enter to edit mode some of the faces seems to disappear. I've searched help to fix this issue but haven't figured it out yet. Just learning Blender right now so I'm not sure if this some basic problem or…
At Waveforce Studio, we are driven by a genuine passion for game art. Lead by Minh Pham - a 7year industry veteran alongside a core group of dedicated artists, we combine our love for aesthetics with strict technical standards. We are a lean studio delivering the perfect balance of high-end visuals and flawless…
I've simplified the concept because I don't understand the code at a super low level. It's still the same object during the whole process. Polygon models have indices of verts, edges, faces and so on, each component has an ID number and a value (and secondary values, like vertex color or skin weights). The history nodes…
@Vastra Massive! will be keeping an eye out on progress also the overall aggressive "Preying Mantis" nose design elements which are RAD having initially caught my eye so indeed very interested in how this project evolves.
update: solved, kind of. not worth investigating because advanced skeleton actually has a blendshape correction wizard, which if you use, makes it so that this problem isn't a problem. I had been adjusting the blendshapes manually. if using sculpting brushes on a non-skinned model, you can toggle the display so that the…
Thanks, I'll keep that in mind. I tried that unfortunately, UDK has a example custom node which has a UV and Sampler slots in it's Compendium webpage. http://udn.epicgames.com/Three/MaterialsCompendium.html#CustomTexture Problem is, you need to use a Custom node for the textures to get it to work, and the output for some…
Yeah, evolution does happen. Still Substance Designer imo is an example of what could be perfectly artist friendly with just a little bit more conveniences here and there and less "program everything on your own" concept. Convenient 2d transform gizmo like in Photoshop with ability to scale precisely around chosen screen…
Code syntax coloring has been added. Use the Format dropdown to make a Code block, then paste your code into it. Code block features: * Colored syntax. * Line numbers. * Row shading. * Horizontal scroll if a line is really long. * Sorry no vertical scroll, wishlist item.
SOLUTION Ok! I found the real cause of the problem. The real cause is that Designer is exporting the Textures out at 16bit. Even if you set the Output Format to 8 Bits per Chanel it gives not a flying cluck. The real solution is annoying still a pretty hacky fix, but it works none the less. The solution is to put a node in…