Well it's a single texture for the entire game. I do have to use material instances for anything that wants something unique beyond the texture. Like for example, I have an EnemiesCommon material instance, and a lot of enemies can just use that, but if I want to tweak the tint or add an overlay or whatever on some enemy,…
[video=vimeo;56144113]https://vimeo.com/56144113[/video] In this showreel I showcase my skills in Python and PyQt4 using 3 tools out of which 1.Pose It: Pose Manager for Autodesk Maya can run as docked or as floating window made can display thumbnail of stored poses. 2. Mini Me: Maya Project manager that lets the maya…
Well done, man! I advise you to divide the movement into parts. One movement at a time. Body rotation - 1 movement. Hands back - 1 movement. If the movements are separated, they are better read. The law of perception. =) head movement is always a little earlier than body movement! 3-5 frames earlier.
BUMP... Since no one answered this question, I only assume its because... 1. This isn't even possible with UDK. 2. It is possible, but now one has even tried it or know where to start. 3. I am a crazy person. 4. My question is unclear. or 5. A combination of 1-4.
You can still share non public folder images. It's just a few more steps. 1. Right click a file in Windows. 2. Pick Share. 3. Click Create Link 4. Click Copy Link 5. Paste link to Polycount 6. Change the ?dl=0 to ?raw=1
Yeah, do not rip assets from games, because: 1. Its illegal 2. Its unethical 3. Its a small industry, and you don't want to be known for 1&2 4. There are many character artists who would likely be happy to work with you if it meant you rig and animator their work
You know for the life of me, I can't get different UV channels to display in the viewport at all. If I'm working on channel 3, I have to change it to channel 1 in order to see it. That in turn, makes the UV edits apply to channel 1.... Not sure if that's exactly related to the above issue, but it's beyond frustrating.
Looks too narrow to me. http://images.google.com/images?um=1&hl=en&client=firefox-a&rls=org.mozilla:en-US:official&tbs=&q=3/4+view+skull&revid=944161551&ei=C0yMS5iJCJm6M8rsmW4&sa=X&oi=revisions_inline&resnum=0&ct=broad-revision&cd=1&start=0
what i mean is taking your mesh smooth on your high to just 1 iteration instead of 3 or 4 and working from that. It's not always applicable though and sometimes it's easier to do what EQ said and just do a low over it. by adding 1 iteration the cage at least has some tension on the verts.