Hello! I'm having some trouble with blueprints. I just copied & pasted the blueprints from the FPS demo into my project (You know, for a fast and easy test) and then my character looks completely out of scale because the camera is near the ground, the weapon only fires in the X axis and there's another weapon just where…
Version 2 of the totem is in a better starting point but it's still very blobby. I would focus on getting nice clean shapes before sculpting details. In blender you can either add bevels, control loops or crease the edges. Another trick with cracks is to use the pinch brush to taper off the start and ends. As for the bust…
Okay, I did this and the UVs look fine now. No blank space and the plane lines up with the normal map perfectly... And it still did basically the exact same thing lol. I added another fan-pattern down the y-axis to fill the empty space. It just ends up looking like this, and I don't really understand? I can keep moving it…
Looks nice! Maybe the first S&W revolver needs some love texture and shading wise. I get the feeling that the normalmap is inverted somewhere. You bake from max? Just remember that Toolbag uses Maya standard as default. You can try to switch Y in Toolbag, there's a tab. I think the texture needs some color and something…
The error in the shader is because you changed the color space of the texture (the color space is indicated below the texture in the texture sample node properties). Simply recreate the texture node of the use the little arrow to reassign the texture and your material should be able to compile. The color settings in the…
Just to clarify the story behind the 'Thief-y' DOTA set: I was having a few beers with former 'Thief' community Manager Adam Badke, and I showed him the DOTA set I had made during that last Polycount DOTA Contest. After a few more beers, we figured, it would be a REALLY cool idea, to make a Thief inspired set for DOTA. So…
Thanks TiGuy, that effect involves modifying z component of vertex positions according to x and y compenents etc. I know this isn't long enough an explanation but I just recorded a video about something else. I am pretty tired :) So, here's the new video in which I explain how to animate a spring in UDK. This can actually…
ohhh nice, love the choice haha... someone was bound to do this eventually xD... The torso seems a tad bit long... like between the arms and waist but in the first screencap his legs looks a bit small like they need to be scaled up. not sure which one, because it might just be the views you've provided... but I do know…
Seems a bit odd to me that you've titled this "HandPainted" yet I don't really see that in evidence from the shots, particularly the unlit shot. Also, by using normal mapping you've diminished the effect handpainting would have since your lighting information is more about how the normals respond to your lights than what…
I second tacit math suggestion. It would be great if the base functionality was to middle mouse drag to edit the active inset rather than creating a new one each time the button is released, perhaps you could hit y or numerical enter to accept the inset and then start a new inset. I find I like to enter extrusion tools and…