communication? I emailed (tried to call, couldnt get through) my congressman twice. Once about congress trying to ban the chemicals crucial to some promising hydrogen technology, and once about this net neutrality situation (both emails were sent a month or two ago). I never recieved a reply about the net neutrality email,…
I’m starting a new personal project to model Chappie, the iconic robot from the movie Chappie. The goal of this project is to create a highly detailed, accurate 3D model while staying true to the character’s original design. For this stage, I’m gathering and organizing references to guide the modeling process. These…
Hi Would be great to get some advice on map export settings from ddo for use in Toolbag2. I saw that export can be set for metal skin etc. Searching on the wiki didnt solve the problem of exporting maps for a character that is metal skin etc so I exported as undefined. The maps look great in unity and in max but they dont…
I have managed to get this setup in a more workable manner. But I'm not going to complete the set, can I get this thread renamed to [Chivalry] – Shortbow – Horsebow somehow or will it not matter for submission?
Like this: You probably need to watch some tutorials for introduction to unreal material graph to get familiar with the basics. Ben Cloward is a good youtube channel for that.
really vig, how long does it take to get into? I fired up the demo and pretty much hated it, or at least I couldnt get any of the painty results you see on conceptart.org
hi, following the advice from a polycount´s user (sorry I can´t remember the user name because my posts have been deleted... long story :P but I am really grateful for his help) I started using Xnormal for maps creation (above all normal maps and occlusion) which saved me lots of time saving chunks from Zbrush, optimizing,…
There are a lot of red flags in your description of the 'company' and their rmethods, and since you aren't being paid and aren't getting meaningful critique or guidelines I would be very careful about this. Since this isn't a real job, make sure you only stay with it if you are getting actual valuable experience out of it.
Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint + a few subtle Photoshop touches . A workflow I abandoned around 2008. Zbrush forces you to make art decisions , to evaluate your every touch carefully . Super inconvenient micro…
It doesn't really help me. "UE3 treats one Max Unit as one Unreal Unit, regardless of what length the units were originally set to in Max." As I said, I use 96 max units and did not get the right height in UDK. Unless the skeletalmesh is way more bigger than 96 units in UDK. Or maybe I don't get your point. Could you be…