Wait. I think I finally understand. You have baked a highpoly's surface detail information into a normal map onto Model_X. You now have a normal map that is tangentially related, forever connected and intertwined, inseperable with Model_X. You logically save this normal map as Model_X_TangentSpace_Normals.png For whatever…
Thanks for that, Del - I didn't notice there were separate images for avatars and profile pictures. Apparently an avatar may be animated but a profile pic may not.
http://one1more2time3.wordpress.com/ Just absolutely fantastic, a never-ending source of insight and inspiration from the history of traditional animation. My find of the month I think :) Check it!
Hello! We are looking for three additional members for our team to help us with the work on our game project, Dreamreaper: Grey Skies. Requirements: UE4 Developer with the knowledge of: - Unreal Engine 4, - Combat mechanics. Technical Artist skilled in: - Unreal Engine 4, - Particle creation, - Cutscenes. Animator skilled…
hey, wassup? I admit it's been awhile, but after going thru some hardware with a friend. We uncovered some lost work. So here "I" am to present Spider2cool's Leon McNichols TV and OVA Editions for UT2004. So I hope that at some point he'll see this and give us a run down on it.
Hi everyone, I'm digital character artist. Currently have open commissions and would like to draw your idea's. Usually draw female character's with cute or lewd style My Twitter: https://twitter.com/tesserax_art My discord: Buryat(TesseraX_artz)#2742 My works:
Just wanted to get everyone's opinion on animation loops in character re-topped meshes. I've seen loads of different ways but the two in the image are the two most seen. Is it right to have the extra face on the knee or the back of the knee. I can see benefits of using them both way round. Thanks in advance.