Hi, Yodez. Thats another cool one too. Thanks for releasing it! a nice automation of the normal process which I always find to be a bit of a hassle. After doing a couple of tests, there are a some things I noticed: 1.When i'm choosing the front/up axis in the UI, it doesn't seem to register what I put in. If I apply the…
Thanks for the comments and feedback guys! :) jmt - Yeah, your absolutely right. I moved the jewels up onto the raised part of the grip and extended the grippy texture all the way down. The handle got a bit truncated while I was working on it but I'll pull the end back into the body. Jackablade - I tweaked my polish on the…
odd. IF they're rotating around the root bone, it sounds like they didn't get re-weighted properly, OR your bone names for your powered wheels don't match the ones in your rig. You could upload it and post a link here for it to be looked over if you like. Also double check in unreal's skeletal mesh viewer/anim editor that…
I always thought W was a positional unit, rather than a directional one. In my mind's eye I imagine UVW to be like XYZ, three axes to place UVW coords into. I can really see it when messing with a 3d texture like a procedural, where moving through W is basically moving on a vector perpendicular to UV. So as I understand…
Nice thread hijack jerk. That's not even her anyway I haven't had time to work on the hi-poly version lately but I did a version for THAT GAME YOU LOVE (is now ruined!) THATS RIGHT QUAKE IS RUINED I even did some of her melee attacks, no axing here. oh the specs 1038 triangles (mostly from MDL vertex splitting, otherwise…
I uploaded the source files of how to sample MagicaVoxel assets as volume textures in Unreal. The included shader is very basic and only intended to show the texture sampler setup, and does not do full shading, and the tracer is basic too. Use the texture sampler function in your custom ray marcher. Inside MagicaVoxel,…
Ok so I'm back with that I think is some major progress before I go forward with creating the next part of this scene. I recreated the trees to get better shapes as well as to optimize them a bit better. I've been following the 3dmotive tutorial a fair bit to see what I could improve on. So I've completely reworked the…
Steppenwolf's suggestion is probably faster and less tedious. However, if you insist in keeping the newly extruded surface (or if you come across a similar situation in the future), there is a way to line up the extruded edges so they match the angle of the preexisting surface. It might be tricky to understand if you don't…
Whats up guys. I know my way around photoshop pretty well when it comes to making textures for 3d models and stuff but I've never really done digital painting/concept art. This basically my first digital painting. I'm liking how it's looking so far but I'm having trouble painting believable reflection on the armor. Though…
The nature of the DLCs requires that they are redudant. So long you dont have the "must have all armor sets","must see every stone" or "tell me every Sidestory" syndrom i can exist good without DLCs. The problems occurs when a supposed good game shows your the middle finger and DLCs patch discrepants in the story or…