Hi guys Does anyone how could I access modifiers or subobjects in the stack of a selected object without leaving the expert mode? A quad menu would be great Cheers
Knowing how important it is to keep honing my skills as an environment artist and 3D modeler, I spent my free time over the last few months building this retro, Mid Century-inspired secret laboratory. Although I have years of experience in Unreal, I wanted to keep expanding my knowledge of its systems, especially the ones…
Hi we have a our Game Coding team.We are working on a professional project and we need a Animator.You can contact us via our facebook page. https://www.facebook.com/canyapim/
I'm a bit confused how this works...I have been working to rig one side and when I turn on "Mirror Mode"...shouldn't I see one half of green verts & one half blue verts? I can't see any vert colors, not even red...
Heya! I must have hit something, because suddenly it's like I am locked in navigtaion mode or something. Proj. master and noise is working, but I can't use the brush. I tried going back to a save, but the same thing. What have I done? :( It also says "New... ctrl+n" up in the left corner with lightbox and proj.master if…
Hey folks, I am pulling my hair out trying to find the Brush feature called wrap mode in Zbrush 3.5 R3. This feature was basically the offset filter in Photoshop for making tileable textures. Does anybody know if this feature still exists in the latest ZBrush?
WORLD MACHINE TUTORIAL Anatomy of World Machine Nodes Heres a quick description of how a World Machine node works so that this tutorial can make sense. Basically a node is just a box you plug something into and get something new out of based on the calculations of the node you used. Some nodes have an option for providing…
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
hmm, well the shadow casting in UDK is done somewhat outside of the object shader level. If you want hatching JUST where the shadows are what you'll want to do is: use the full light vector, not just the blue component. multiply this by -1. Take the dot product of that inverted light vector and your object's normal map if…