Thanks, finally managed to get it working with some default animations just to make sure everything's functional. There's a lot of deformation and the texture needs to be adjusted to the lighting but it's great to actually see it in game. Time to get working on the custom animations now.
Yeah now bind those buttons' functions to the shoulder buttons so it's actually comfortable to play it one handed. Now we need a way to play with our feet and we can man all four positions with one person.
Hey guys, thanks for the reply! I've actually switched to the ASUS ROG X13 Flow. The 4k version. They are just releasing the brand new model with new generation CPUs and GeForce 4060s, so that would be pretty amazing for around 1500 USD. There is a really good software for tablet keyboard functions, which basically…
Hi all, I was wondering if any of you could recommend an alternative to ProOptimizer in 3Ds Max? Ideally I would like to find something that has the functionality and quads that ZRemesher has but with the ability to scale it real-time like ProOptimiser. Thanks in advance :poly121:
Personal work for portfolio The cabin from ZIL 157 Engine turbocharged Ford Flathead V8 at 337 cubic inches The design and all nodes I try to make as close to reality and functional Now I finish Hi-poly. Retopology and textures ahead
Hello I am kinda new to all the function of Zbrush. Why am I getting this red material on my mesh when I try to image project in spot light. In MRGB I get a red ring and in RGB I get the image covered in red.
Hi there, I exported a tree from SpeedTree using the Export to UE4 function, but when I opened it in Unreal there was geometry missing on the tree (as you can see in the picture). Does anyone have an idea how to fix this? I'm not sure why it's seemingly disappearing. Thanks for any help in advance!
USE AT YOUR RISK; do not use abusively. MADE IN USA, EARTH, & EHLSWAR 90,001,037,524 + 02 = 14 _ 16.5 LDT/20 http://www.polycount.com/forum/ http://www.polycount.com/forum/showthread.php?t=152872 Uploaded https://youtu.be/bNHxWtSIhfg and submitted entry, but not sure if the SUBMIT functioned. eof
We are seeking additional 3D and texture artists: Formats Static meshes: .lwo or .ase Animated meshes: .md5mesh/.md5anim (natively converts .mb files) Textures: .tga and optionally .dds, local/height/specular/diffuse Budgets We are developing with 2007 hardware in mind, and a possible migration to ET:QW for the megatexture…
The simplest way to generate an accurate a curvature map is through genererating it from a tangent space normal map. And that does require uvs. Just saying. I've checked out a lot of ways to do this when I was making a material function for unreal for this.