I am looking for somebody to setup a blender scene I can use to make renders of files (primarily tabletop miniatures), with a studio-like feel. The render should showcase the depths and contours of models, and all the small detail, and use a plastic-like material. Ideally I would like to be able to drop files in the scene…
Here comes another update on my Bag project! Had some time to work on the scene as a whole and I've been thinking more about adding more layers of storytelling onto this piece, as it's been feeling a bit strange to just have a bag in the middle of the forest for no particular reason. At the moment I'm umming and ahing…
Hi everybody I'm a new level designer just now getting my feet wet when it comes to developing things. I have multi faceted talents that I've done for my school and desire feedback and constructive critique for my improvement. Please do comment and give me constructive critique ONLY. (Also excuse the mousepad image in my…
So I am putting together a new desktop this weekend. * AMD Phenom 9850 2.5ghz quad core * 9800GTX GR2 512mb ram * 8 Gig Ram * 1x TB hd * 1x 300 GB hd * Vista Ultimate 64bit So yeah it should be quite the little beast. Got me a nice watercooled tower but I'm not dropping these pieces into it. Why, you may ask? Well because…
Here is the face I did recently to try my hands on Unreal engine. The goal was to get a good looking skin, even after super closeup. Something that Lukas Hajka's project inspired me to do. It's still way off from his level of quality, but is a start. Will be updating my skin knowledge more and more. For the detailing…
Hi. I'm encountering a strange problem with my rigging. I've modeled a basic female meh and I've posed UDK's Female Biped to fit my mesh, I've only manipulated the bip_xxx objects to get the biped to fit my mesh. The basic pose is upright with arms out at shoulder height. The problem comes in when I exit Pose Mode to begin…
I'm using maya 8.5 rendering in mentalray draft mode. I have objects with alpha maps that also fade to being completely transparent. I did this by having the shader's transparency controlled by the maya blend utility. color one is the alpha map, and color two is completely black (for completely transparent). When i render…
Man, I've been looking forward to this game for ages... But holy hell... These shots are awful: http://www.joystiq.com/2007/05/22/new-metroid-prime-3-screenshots/ Its really starting to look like "why bother?" now for some of these Wii games. I know the point in the hardware being so low was because it was to keep the…
Hey! I would add the cracks layer inside of the material in Unreal. There are plenty of material expressions and functions you can use to combine different textures in the material (like linear interpolate, multiply, blend angle corrected normal, ...). Got to get familiar with the material system and use the documentation.…
We're dealing with some major weather issues down in Texas! But I managed to whip up this example with some pseudo code in the rollout section. Things to note: * In General, as poopipe mentioned, you operate with the poses stored in the rollout. You only access a custom attribute when opening and closing (loading and…