More progress shots, the arms and legs. I changed the arm somewhat compare to the original concept, turning the side wings into an actual sword, gundam style. Add details like floaters and panels to the arms as well as making the hand with proper articulations. This part was the most difficult to get the proportions right.…
Nobody here is offended - it's just a rather stupid design. You'll want to create a can design that's somewhat interesting and has a plausible brand. This one won't fit in a regular game because of the silly name, and it won't work in an over the top game (for instance "Dudebro My Shit Is Fucked Up So I Got to…
Made a tiny update, to fix how the script handles Maya's undo stack, before it was counting everystep as you drag the sliders as a undo step, now it saves the undo as chunks, so only the end value when you release the slider is counted as a undo step. I got the updated version link back the same location as the main…
Dear Polycount, I've just posted a new CrazyBump beta test. I would appreciate your feedback! www.crazybump.com/release/CrazyBump_Beta_Feb4.exe changes: -New "extra fine detail" slider added to the normal map controls. -New "slope influence" slider added to the specmap controls. -New option to toggle horizontal and…
We have just released Newtonian Follower for Lightwave, free for single seat users, along with several other plugins for Lightwave. With Newtonian Follower, you can link one object to another and have the sibling react with Newtonian physics, which can be great in bone chains for creating secondary motion in a character…
looks great i dont have any feedback on the art, but it might be cool to see a side by side comparison of with the original if you had time for that (the video especially). Seems like before/after style videos are always received pretty well.
It was the all-round option that wasn't working. I've worked out what was happening though. The slider options were not showing up for height maps. The image was 'blank' only because the detail slider was right at the bottom and I couldn't access it to change the value. Restarting photoshop fixed whatever was preventing…
Hi there. I'm just wondering about the best way to represent glass in Unreal 4 in terms of its mesh. I have a thick glass pane on the front of my restaurant. Is it better to model the glass with thickness or simply make the material double sided in Unreal? Or perhaps do I make the material double sided AND make it thick…
I created this for someone else's thread, but It is applicable here: The left side is ideal, it's a lot easier to work with, identify and texture. While the right is a lot harder, doesn't fit the UV space as well and it will be harder to prevent a visible texture seam You want to straighten out your UVs because one thing…
One thing I would love is a temperature slider for lights, like you get with the heat emissive settings. I find myself copy-pasting blackbody RGB values to a light's colour pretty often, and it'd be great to skip that step, and just have a slider. Maybe with a checkbox, so you have the choice to either use hand-picked RGB…