ok maybe i didnt sound right, im not expecting anyone to upgrade for my website but im expecting them to upgrade in general, cause that just the way it is, HD becoming a standard those days :P u can click outside the pic to close it as well but if u click on it you'll get to the next image (its album type) btw what rez are…
I think I'm having a moment of being purely dense. To test this out quick i just made a high-poly cylinder, I apply path deform and select the spline but this doesn't have the expected effect at all, if any, changing the pathdeform axis between x+y also have minimal effect and choosing Z results in the entire mesh…
* with video hahhahaha [ame] http://www.youtube.com/watch?v=dxDAqhTgldk[/ame] http://translate.google.com/translate?js=y&prev=_t&hl=en&ie=UTF-8&layout=1&eotf=1&u=http://www.lunarfilm.co.id/sinetron.php%3Fi%3D104&sl=id&tl=en oh God -_- also check the bottom wallpaper image .................. ( its a google translate, fyi,…
I'm not sure I understand the question - do you need general information about how rigs are laid out, or specific data about orientation of bones? When rigging a character generally the bone orientation will be X along the bone, and then you'd keep Y or Z common along the limbs. As I recall Biped in 3ds max has the Z axis…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Hey again. I'm not sure if this should be a new thread... but well... Has anybody experience with lightmaps and level streaming? Because when I transfer my landscape or a bunch of static meshes to another level for streaming, my otherwise fine lightmaps become all ragged and ugly. Especially on shadow-edges diagonal to the…
You must check the checbox Ingore_sizescale ON, and move to the left the scrolls of size and rotation in the bottom menu. I hope help you, Maybe.. Do you want check my workshop? Join here! [URL="My workshop: http://steamcommunity.com/id/danweb_es/myworkshopfiles/?appid=730"]M Y W O R K S H O P[/URL] My workshop:…
Just noticed a few bugs. * If you save a scene with the green channel inverted on the normal it doesn't apply the inversion when the scene is loaded even though the invert Y option is checked. * Marmoset doesn't remember the same normal map settings when you save a material. . Maybe it would be best to put the normal map…
What I understood from that video they expanded character silhouetes and rendered out motion vectors. After that they sketched over certain frames and these motion vectors would 'carry' drawings with them. As far as I know engines that use deferred rendering store both normals and X-Y motion vectors in Gbuffer as well as…
just one last thing before rebuild the light (i guess?) i wanted to do that, but this set of props is separated by many parts and back there i didn't knew we could pack a bunch of stuff inside a blueprint and animate this. this is not exactly how i imagined... for example: use < > keys for rotate or the analog left…