Hello, Inspire Games is a creative, innovative, and dedicated Indie Studio that creates fantastic games for audiences of all ages. We always value our fan's ideas and criticism. Dedication and quality is key in our development and we guarantee that our games won't disappoint you. We are recruiting for a fun game called…
heya, i know this isn't strictly video game art but i hope its ok if i ask here i want to try make a snowbaord design and i was wondering whats the best way to get a shape from a photo. i need to just get the basic outline of a snowboard so that i can start working on different patterns and stuff. what i was thinking was…
Hello fellow Polycounters, I'm working on an indie game project and running into problems importing animations that were created in Maya 2013 to Unity. I've searched google trying to find a solution and tried various techniques. However, I still am unable to import the animation to Unity. I've tried numerous variations of…
@Benjammin the texture resolution is 4K; the software is Mari. Although when Mari imports and object it's a 1:1 rather then in some software whereas the software automatically converts to CM for example. The objects coming out of the 3D package in to Mari are that of meters. Therefore as you mentioned texel density is…
So I have a multi sub and I have 2 materials on there (#1 and 2). When I change an objects mat id to say 1, and apply material #1 to it instead of doing so, it automatically changes the object ID back to 2 (or whatever it was standard). Anyone know why it's doing that?
You asked for it. Remember you can also ignore this post. If you did not appreciate the response. Long story short; its very cold & mechanical but i don't see much cuteness & fun factor, (for me). Think a stylized approach to this kind of design would've spoken louder than a startwars rolling bot (one of the many they seem…
Yeah, what Vailias said. You'll need something like Sine, Cosine (even Frac, depending on what you're going for). Otherwise after a short while you're multiplying by 100, 200, 1000, etc, instead of the desired 0-1 (or -1 to 1).
For Maya download the FBX and Collada version of the skeletons here: http://www.oxynary.com/downloads/UT3CharConv.zip Converted from 3D Max by oXYnary, read about it here: http://boards.polycount.net/showflat.php?Cat=0&Number=249159&page=1&fpart=1&vc=1