Your link to Artstation doesn't work. I get "404 page not found." One master material? Sounds very impressive, and a smart way of doing it, instead of giving each type it's own separate material. That would make for a lot of materials haha. =) I can understand why the center of the room, the rug, was so difficult. There…
Bull. If he uses the default anims and just links them the models will work fine in 2004. All of my models were done for 2003 but the anim data is dynamically linked and they will use the 2004 animsets when used in 2004. Only real difference is they won't crash 2003 when you try to load them there.
This is a little tutorial which aims to show you how to use the Deco Brush in Zbrush to sculpt hair on a high-poly mesh The first step is to look at some references. Obviously this is one of the most important steps. Like most things, its easier to do something if you can break it up into smaller pieces. Get a better…
Well, I'd gladly take 100 000 instead of 10 000 000 ... (related to Showster's post on previous page) BTW itunes makes Red Cross donations pretty easy, just log in as usual and buy a donation just like you would buy an app, nice and simple. HLJ.com also gives a portion of their sales (+ a match) until april 1st.
The *right* value will be what you want it to look like. If you have a constant particle lifetime of 4 seconds, and the fade in peaks at 0.4 then it will take 1.6 seconds to fade in. (4.0 seconds time 0.4 = 1.6 seconds) Also, 0.4 and 0.40 are the same value. you may want to look over the documentation for Cascasde. Also,…
This is absolutely amazing news and comes at the perfect time for me as I'm slowly learning the ropes of all things games and arts again :) ! I just hope the cry for basing it in UT 2004 instead of UT 99 will be heard. UT 99 was ground breaking and all, but I feel they really nailed the weight and agility in UT 2004, even…
Sorry I can't be of much more help, as I've never used UVDeluxe really, but I think you might be over-thinking the tutorial. The value 204 seems pretty arbitrary. If you weren't following a tutorial you would determine your own pixel density based on the requirements of your project, similarly to how you would decide on…
Something I just found again on a drive of mine: subdiv topology for human bodies from the early 2000's by Steven Stahlberg, an artist back then renowned for his female models aka hot chix. :p He used to post on Polycount at least for a while. Note the use of ngons and triangles to create uneven shading on the subdivided…
still got and use my 2004 library of grayscale grime overlays.... various photoshop blend modes and a touch of colourization can produce interesting effects they would normally used in conjunction photographic reference. the strange thing is they were pretty big images for the texture limits of the day 2048 * 2048 so they…