This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
Hi everyone, for exemple i have a symmetrical character, but he's posed. So now the head is not symmetrical in the X-axis, therefore the symmetry (or mirror option) don't work. For eyebrows, do i have to do a different descrpition for each and try to make the same as the other one or is there a solution that i'm not aware…
Beeldschermdiagonaal (cm/inch):43.9 cm / 17.3 inch Resolutie:1920 x 1080 Led-backlight:ja Touchscreen:nee Beeldresolutie:Full HD Beeldschermdiagonaal (cm):43.9 cm Beeldschermdiagonaal (inch):17.3 inch Beeldverhouding:16:9 Schermtype:TFT-LCD WERKGEHEUGEN RAM type:DDR3L Werkgeheugen:12 GB Geheugenssnelheid:1600 MHz Aantal…
Aha... instructions are for noobs right? I hadn't pressed the "Export HP" and "Export LP" :X Maybe have some form of check to see if these files are present and warn user if they are not? Seems to be working fine now. I'll keep trying features and keep you posted.
No... create a master material as found in this tutorial video and you'll be golden: https://www.youtube.com/watch?v=_u-HdkJ3woE You can get results similar to that found from the OP but without having to switch Distance Fields on. TBH, if you're working on a large open world, then you'll probably have DF's on to help…
In my arsenal, there is a python script. It calculates and cylindrical shapes too. # ---------------------------------------------------------------------------------------
# - pompVertNormFaceAvg
#
# - Sets the vertex normals of a face selection,
# averaging normals shared by multiple selected faces.
#
#
# - by Pontus…
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features. The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and…
I'm guessing "ArmUp" is your bicep joint? Didn't the program refer to the character not facing Z, when it said that the arms are not aligned with X?. I mean, was the character perhaps facing X (or God forbid, Y:poly136:) with its arms on the Z plane? And that the t-pose character that you loaded in later (assuming its a…
Good read, sums up my frustrations with the industry pretty well. What bothers me is there isn't a creative outlet for talented hard working game designers and artists who want to try something new with other like minded designers. We all just throw our portfolios out there and randomly end up where we end up, studio A…