Heh, here's two P&P threads I made recently. Not really representative of what I want the final quality of my work to be, but it's pretty much where I'm at now in terms of quality. http://www.polycount.com/forum/showthread.php?t=125055 http://www.polycount.com/forum/showthread.php?t=124020
Usually a character will be modelled in some kind of T-Pose or similar, UV'd and textured. Once that's done, the artist poses it with a rig or a pose tool in something like Mudbox/Zbrush (it would be counter productive to pose the model, then UV/Texture it.) I guess the other form is current/next gen texturing, if I can…
oo this is a good one. i always found this thread to be fairly insightful with the wood and what not http://www.polycount.com/forum/showthread.php?p=1259024#post1259024 @Micah i have to say it also the bevels in the brick are waay too huge. i know you tried to quickly fix them but it still has a fairly brich-ish look. i…
Pathfinding Actions are now in beta: http://hutonggames.com/playmakerforum/index.php?topic=1253.0 Playmaker state machines are great for AI behaviors - pathfinding makes them even better!
SD 6.0.3 Changes: * [2D View] Display the matrix parameter label in the Transformation menu * [Export] Save physical size as dpi in exported textures Fixes: * [Cooker] Bit depth issue * [Linker] Pixel Processor: Incorrect GLSL shaders generation * [MDL] no colored links between nodes * [Parameters] crash when using…
Looks good u can also add this to this thread it you want: http://www.polycount.com/forum/showthread.php?t=125954 Might glance over that entire thread to get inspired for your next piece all your own from what you learned now. :) Looks good to me, i'd look up similar pieces and see what they did, a few people have done the…
try this out loop = true pre-warm = true Start_lifetime = 0.5 Max = 10 emission rate 20 color over time color 1 = 255,255,255 (white) at position 40% color 2 = greenish at 60% position alpha starts full all the way to position 85% and it's 0 by the end (100% position) size is ~0.5 for the first half 1.00 for the 2nd half…
About vertex normals, I asked that same question some time ago and figured out how to do it (in maya) http://polycount.com/discussion/125920/correct-vertex-normals-for-foliage#latest It was once in the wiki Eric posted but has been removed :'( :D About half way into that thread is how I did it with a dome for normal…