Sorry, I feel asleep ;) This is C# version. All edits and improvements welcome. The idea is that you can tell the switch what direction you are going in and to add/remove tiles as needed. You can call the next nearest tile to load as well... using UnityEngine;using System.Collections;public class LevelScrolling :…
@amirabd2130 , @tierzilla , @Mateus , @samwoodart - Thanks for the encouragment dudes! Mateus - I think I get what you mean and it depends on the program and the object, generally though I tend to work on pieces in their final position. If a piece is very symmetrical and I'm working in max I'll often build it off to one…
Experimented with using emissive lighting as static lighting this evening and got mixed results: in some areas it definitely worked but the light falloff was sudden (see highlighted red areas). The Emissive properties also had to be set per mesh which causes a problem with the SM generator as not all SMs are present in the…
Xin chào. Rất vui được gặp mọi người Tôi là SƠN HUYNH . Tôi là một nghệ sĩ nền với 3 năm kinh nghiệm cho một studio BG. Bây giờ tôi hy vọng tôi có thể có cơ hội thử thách bản thân với các công việc tự do, đó là lý do tại sao bây giờ tôi mở giao dịch Đây là danh mục đầu tư của tôi:…
No no, I don't have a problem with attaching items and BPs. I want to make the belt holding the weapon in some realistic way. I don't know whether to start with physics simulation in UE or with animation on the bones in blender. I am looking for a solution that will give nice effects.
Zbrush doesnt have smooth shading in the viewport, so these will not pop the same way as in max. This is why I never decimate You could probably use bpr render to see if you make this visible in zbrush
you are welcome! i am glad it is helpful. regarding zbrush or maya workflow, it doesnt really matter as long as you get clean result. you have too few edges in places where they are needed and too much in some places where not needed. my example mesh should give you a good idea on improving that. for rendering in zbrush it…
It depends on what you want to do. If you're just creating some simple game elements and actions then Blueprint is perfect for that. As a programmer, I found there were a lot of examples for ways to do things in BP that I found hard to find code examples for. I'd say you could get a long way with just BP. C++ can be tricky…
Hey-hey again, poly people. I am back with another update. I took my time to sculpt outfit for a character. Here are few pictures to show my progress: Outfit is pretty much complete at this point, it is a zbrush BPR render. Up close of a shirt I also took time to adjust face a little bit. I am changing plans with how I…
Hi everyone, I've been very busy since last time but this is it: my last renders through Zbrush's BPR system. So the first of all: I wasn't satisfied on how the face looked once it was rendered. So I went back on the sculpting process and tried to capture once and for all a manga look of some sort for her face. It may look…