Flash is great for indie games but for portfolios it just slows everything down and makes a dependency that might not exist on a potential employer's computer. Another way to look at it is this: If you've got only a few seconds to impress a potential employer do you want to waste those seconds loading some flash nonsense…
i would do it modular. You can check out My ninja city script too. It creates building using a modular building approach. Its also a procedural city generator. as for the AO.. you can bake out AO for each module if each module has a unique texture. [ame=" https://www.youtube.com/watch?v=SxN0cW__UUk"]Ninja City Demo -…
I can't resist, I'm going to have to get the collector's edition. Easily my most anticipated game of the past decade. Next Tuesday can't come fast enough. Also, I was given to understand that it will be possible to script your own in-game cutscenes using the engine. Has anyone here tried doing that with the Beta? I haven't…
you could try deleting the contents of zbrush's quicksave/autosave folder, it can get moody if the files in there are not to it's liking. next try moving the contents of the zstartup folder somewhere else temporarily? perhaps some script is slowing it down. strangely enough meddling in there can break the license. as in:…
I would like to mention, that method would completely remove the gradients. Actually it works much better than the synced workflow, cause of one simple reason. Basically its less involved work if you know what you are doing, and there are almost no limitations and external tools. There are helper tools (scripts mainly) for…
It will impact performance slightly due to the RTT texture, don't have specific numbers for ya though. GFx has to draw, but what really makes GFx slow is action script, as well as vert count on vector shapes. I would give it a shot, it sounds like a cool idea. I would be ready to swap to high res bitmaps - which seems like…
Are you using Maya? If you want something similar to the UE4 vanilla rig you can just use it. Get your hands on the script that comes with UE4 and rig that character. Mixamo has a bunch of free characters. They have the HumanIK naming convention so you can rig it Maya/Motionbuilder very quickly. Another plus is that you…
Too bad, I thought there is some script or build in tool in Maya for this kind of problem. In Blender, we have an AddOn called UV Squares and this would be a good starting point for this task. https://youtu.be/VYZnGIql2UI?t=1m18s Is there a way of pinning UVs? Straighten a row of vertices, pinning and afterward relaxing…
I perfectly know that Thrivius but thanks ;) . I actually have a 3dsMax script that automatically bakes a map with those caracteristics but I must have UVs to bake it. What you see in the pictures is just a polypaint base color pass with no detail, AO bakes or anything, over the high poly model so I hope the texture is…
id recommend using ActorX for that. it usually keeps orientation just as it is in your 3d package. if need be, you can go into the skeletalmesh editor and change the orientation there yourself. if any scripting is involved for (being usable n that), you may need to have 2 versions of the vehicle... for instance, with…