Updates on the Durango project! Having talked to my instructor about my intention, I'll not be getting to the interior within this quarter, and I won't start fixing the model for another few weeks. He suggested that I get the script working on what I have, then add the pretty later. So this week was a lot of playing and…
Hey, Seth. Welcome to Polycount. So far the biggest issue I see with your sculpt at the moment is your female anatomy. It's definitely a good start, but there are a few things you could do to get it looking right. First off, get reference material! I cannot stress that enough. It will be the first thing I do before jumping…
1st post on Polycount. I often end up here searching for solutions, so... :) UDk Landscape - I am no expert only a modder! I'm having problems with hit effects on UDK Landscape - that's one reason I changed from UDK Legacy Terrain to UDK Landscape. UDK blurb says hit effects and tyre tracks etc now work on Landscape. I…
You might want to consider making a baked physics simulation for destruction and player interaction if you really want to make it stand out from all the other shit out there. Just something to consider when you're done polishing the heck out of it. A typical scenario where the player blows shit up would probably be pretty…
[ QUOTE ] All of these helper boxes on the Valve's rig are driven by expressions, something I don't think you can do with cs's Biped. [/ QUOTE ] I don't want to start any kind of 3D app war here, but people often overlook the fact the Max has a full skeletal system that's completely independant of Character Studio. You…
Hi folks! The company I work for is hiring for a temp 3D Artist II position. On-site only (in the Port Orange, FL area). Please apply through the link here if you're interested: https://rew22.ultipro.com/RAY1001/JobBoard/JobDetails.aspx?__ID=*F5DE13A42F5C4C57 DescriptionObjective: The 3D Artist II (Temporary) develops 3D…
Cryptic is looking for a full time in-house Staff VFX Artist. A Visual FX artist: half magician and half demolitionist. If you like to watch things blow up, or use smoke and mirrors to dazzle and impress, we have a place where you can channel your fascination for pyrotechnics and illusions. Join the Cryptic team to create…
afisher: Much <3 <3<3 adam, I can only hope katzeimsack: Super glad you dig it man, your entry is seriously dope, thanks for the kind words :) clem: Thanks man mrnunez: Cheers dude, thanks kremrhi: Heh thanks man ^^ D_Wall: Cheers for the kind words man, glad you dig it Kamezis: Glad you like it man jmturbo: Thanks…
All right, it's late and I've been drinking, so I'm gonna run through this quickly. -Texturing Only 3 out of 15 of these have any sort of texture. And the ones that do only have big chunks of primary colors and no real material definition. You really need to look into working with spec and gloss maps since that is pretty…
I'm 90% sure that it's because you mirrored your uvs. For whatever reason, mirroring the UVs in channel 0 creates lighting seams in static meshes. If this is a character then that's not a problem, since characters are skeletal meshes, not static meshes. The seams will appear whether or not you're using a normal map, if I…