I was responsible for architectural and environment modeling of the Whitechapel areas. - Creations of buildings in pieces to create multiple variations - Set dressing with props made by the prop team -Some material layer blending pass on some object -Light occluders and some visibility tweaks -Optimization -Debug Way more…
@Eric Chadwick - ok will have a look at that cheers EDIT seems blender has the option to do that, will change them. did a quick test and it does work a lot better. the branches come more towards you
@NikhilR Thank you for taking the time to write that out. It helps a lot. @Eric Chadwick Thanks Eric, I think I read that article a few years ago so it was a good refresh! I'll dig through the wiki some more. I think I'll just avoid WIPs for the time being and focus on rounding out my portfolio a little. I'll send out some…
I don't even know where to begin. I am finally trying to do a HP/LP game model with map baking. I watched the tut on CG tuts+ for the knife in-game model, and have followed it to the tee. No matter what I do, my maps will not bake right. I have reset my x-forms a million times, re-unwrapped objects, etc. etc.! Ao is…
@Eric Chadwick Fair point, currently the collision has not affected the monster moving through doors with the exception of the capsule collider being too tall. So I make it technically crouch by halving the capsule collider when a low ceiling is detected, along with an additive animation that makes the monster bend down…
ERIC CHADWICK This is pretty buggy. Especially when someone's name has a SPACE in it. Like yours :P @"Eric Chadwick" Many times it turns into this (when you hit Enter when the dropdown menu shows up). Though still does the exact same thing. Nice. Also, how does name tagging work if I edit a reply ? Say, I post something,…
Thanks for responding to my question Eric! A tech artist friend has offered to create a similar sort of shader to help my workflow for my own project, but I was hoping not to have trouble him with it. However, it does seem like it would be a really great, hassle-free method for using a multi-channel texture workflow.…
Here you go mate http://www.thegnomonworkshop.com/ http://eat3d.com/ These two are the best if you want to spend a bit of money, I reccoment Eric Maslowski's 3DS Max 101. This is Eric's Forum from his website with a bunch of free videos that are really helpfull (all from the paid dvd) :…
As mentioned you can vert paint nanite meshes, but you have to "apply" the vert paint which will make every instance of the mesh in the scene take that exact vert paint (any different vertex data breaks nanite instancing between meshes, ie be careful with spline meshes as each segment is not instanced and so on), so if…