off topic: i'm just now starting to realize the extent of my ego and come out of it. the minute you stop being proud of yourself is the minute you'll realize that you can acctualy learn and better yourself. i remember being in grade 10 and thinking 3d logos were cool because i 'knew' 3d. it impressed my classmates. i…
Here is a practical example of my apparent condition. I couldn't see the writing until I used the filter, after which I could just BARELY BARELY see without it. It's not invisible, just very faint. My mom had no trouble seeing it. Right now, the second word is the most visible. I was working on my first wood material in…
Hello, Our indie team is looking for a passionate 3D Artist/Animator to join us in developing our upcoming title - Space Spiders Arena. About the Project: Space Spiders Arena is a fast-paced sci-fi arena shooter where players control spider-like robots competing in tournaments that take part across space - from asteroid…
besides props and scatter to cover the edge, the only thing I know of to do texturing wise is that the color and value at the intersection has to match in order for the eye to not see it. so in unreal for example people do some techniques to bleed some of the terrains textures onto objects:…
there are other approaches you could go for, for example create a custom attribute for per type of cable tower (only once as it should be cloned with the tower mesh), with the say index of each vertex that represents where the cable goes. It's then a similar script that works on selected towers and should be able to create…
without testing the theory .. it's probably the $time input parameter available to designer graphs. assuming you have designer it wouldn't be much work to recreate the example in the video (use $time as the blend alpha input)
It would be interesting to see how notably the new textures change from the remap. The examples shown get a bit more blurry, but they also seem to have been scaled down as a result of the combination. A pure rearrangement would help to identify changes (if any) better. A no-save demo is a great idea. A lossless / pixel…
There's lots of smaller errors related to muscles flowing between forms. For example, the deltoid muscle always has a triangular shape as it connects between the bicep and tricep. Body builders tend to overdo it on these muscles, making them appear boxy, but it should still be there. It should also flow with the pectoral,…
This is a good start. I think the biggest things that need work are materials and lighting. Why are the walls so shiny in the first piece? Gather photo references of real world walls, and examine closely what their materials look like. Then replicate those materials. Secondly, the lighting needs finesse. Again, examine…