There are a few Doom3 models. The main problem is there's not very good support for custom player models - they have to conform to the existing skeleton, which really limits creativity. Also it takes a lot of time and effort to make a full Doom3-quality player model ... then the export process from various applications…
im curious with nowaday AAA game, the character cloth especialy long garment like cape or long jacket, the back mesh are visible to player are they use thickness to their mesh or just using 2 sided material? i want to work with physx too i want to use no thickness and use 2 sided material, but its not good with the…
Ha ha my name is Eric also. Sorry ahead of time if I am hijacking your thread adamBrome's. In layer styles you can copy and paste layer effects by moving your mouse cursor over the layer and hold Alt & then drag copy that layer effect aka layer styles to another layer. Currently it has a little "F" on the right of your…
I'm saying all this without having had a chance to see the final product and this is purely my opinion. @_adamturnbull thanks for starting the discussion I was talking about this with people at work today. I think this does not reflect on the animators there at all. I think, and this is just me speculating, the locomotion…
I would like to see less game animators using the standard boring Maya character rigs and at least put some effort into modeling their own stuff, or at least get some SDK characters (like the awesome SDK meshes here on pc) and rig them up for some animation. It just feels way off to me, seeing…
My main problem with using puppetshop for default bipedal humans is mostly dealing with our pipeline and that 75% of our animation is done in a custom facial rig. The 25% that sits under that, doesn't matter and biped because it was free and available to everyone, we used it. In the process we wrote custom tools that are…
How would I go about having a mesh only seeable by post process, but not the player? I have a post process that pixelates a selected mesh based on a custom depthpass, producing a stylized 3d pixel look in a non pixelated world. Example with exaggerated pixelation offset from model to highlight issue. I've come up with some…
Just use another packed texture in the same way for additional layers, and plug them into the additional sockets of the Layer Blend node as before. So two textures for your overlay materials, you can use six layers (R+G+B+R+G+B) if you don't use the alpha of those textures. The hard limit is the texture sampler limit,…
Heyo Me again, So @malcolm was wanting some Normal Map related scripts and I made some. Since there was more than 1 or 2 and they can all kind of come in handy I bundled them into an extension. Currently it is available for CS6 and CC (14/15 known to work so far) Feature Run down so far is 8 buttons that do the following:…
Phase 6. Expansion Many different ideas on flow and blowing out the old borders of the image, I go a bit insane in this phase. Everything is generally ramped up, the phoenix chamber is now a giant tower. Pushing more Peak-like elements of cliff side narrow walk-ways and a spiral. Phase 7. Make it a space castle! I was…