Man... awesome awesome awesome! Gotta say I hate seeing stuff like this because you guys keep jumping leaps and bounds with your skills, I feel like I've falling back so badly :( Need to kick my ass into gear man! None the less, crazzyyy inspirational, welllll done!
i decided to put forearm twist in after all, so when i added an extra bone, i needed to mirror the arm over, now none of my joints in F8 mode will rotate? anyone know what this is, i have clicked the "?" and they seem to just stay in place when i try and spin them?
Agree.. Also its feels strange seeing this bit of concept art in 3d as a single corridor. As far as I can see this is meant to server as concepts for modular pieces of interest that could be placed within a corridor and not serve as a single scene (note how none of the blocks match up with each other except for their basic…
Shader Studio is a new (WIP) Unity editor extension that I am developing. It's purpose is to enable users to create custom shaders without the need to write any code through the visualization of a node-based graph. I have been developing it for a couple of weeks now and wanted to share what I have so far with others to…
Hello there, We're a small team of folks in Denver, CO area who are looking to make games. Some of our team are ex-industry with good experience and one is doing this on the side of his current industry employment (coder). None of us are college hopefuls and we aren't some doe-eyed startup with unrealistic expectations. We…
Use reference and remember landmarks to more accurately create forms and find balanced proportions. Balance your perspective so your anatomy will looks accurate. Your proportions need to follow the basic rules of perspective for an angle like the one you're using. It frames the muscular composition. Green A & B are nice…
Hey fellow Polycounters! The good news is, that I am almost done porting FJTools to ZBrush 2019. I would love to get some feedback tough before releasing it. So if any of you would be interested to get a preview version, please let me know! The bad news,.. well there are none. No need for bad news all the time :p !
Unfortunately almost none of that stuff is exposed at all in the UDK, though the idea had crossed my mind. I should add on the visual end the weird delay comes from the fact that I recorded this in editor (where SceneCaptureActor2D's are super delayed). When running in a proper build, the delay is gone completely and helps…
Nope - none that I'm aware of. It's a mesh check. If there's a face without UVs, you'll get that error - even if the face is a thin face hidden inside of other geo. If it exists in the model and isn't UVed, the mesh check will throw that error. You're running Suite on Windows on a PC now, or still using a Macintosh to run…
@disanski yeah i thought that might be the case since i've had similar vert issues with nitrous in the past. The only problem is when i change back to direct x the verts are completely gone! i guess i have to decide whether i want all verts or none.. @JudgeJacket ..errr thanks... @JohnnyRaptor try reading next time