I am not familiar with max, but I think the problem might be with any added groups or transforms and then the import settings in unreal. What I found in maya is that when exporting the skeleton, it cannot be within any groups. It seems that unreal expects the root joint to not be child to anything else, or it gets…
@KiddYouNot Thanks man, appreciate you stopping by and posting helpful feedback, i am looking forward to how it turns out also, i am trying to make something cool looking and maybe adding things not done "yet". No time constraint, i removed any limitation since the goal has changed. You are correct they (lockers) are doing…
The short answer is yes, though in many ways it's much more roundabout to get a game working in Actionscript than Unity. You're basically starting from scratch and building up a game from there, though you don't have to go as low level as something like C++. Most of the really complicated things are taken care of for you…
Hrm! Nice topic. I like this video, it's the same LIFE realization I came to about 8 months ago. For a brief history: I started playing World of Warcraft 8 months after I moved to NC, in March of 2004. I played moderately at first, since I was new to MMO type games. After it was released, and a slew of people from the…
Hey, so it's been a little while but, Bundits is fully rendered! I think it's a bit of a stretch to call it finished, we still have some polishing to do but it's nice to see for the first time the whole thing fully rendered, edited and to music. I think its coming along really nicely! https://vimeo.com/333853315 CREDITS…
Hi, I'm new to UDK and I had a question about snapping together static meshes. I have a dome-shape with arcades running around the drum of the dome. It is constructed with curved pieces that form the arcade. Maya has a feature to snap an object's pivot to another vert. Does UDK offer this functionality? The only way my…
This thread was sparked by a quote from Peter Moore when talking about The Worst Company in America Poll. This is what he said In the past year, we have received thousands of emails and postcards protesting against EA for allowing players to create LGBT characters in our games. This week, were seeing posts on…
So this is partly an engine specific thing, but with regards to setup in Toolbag, it actually doesn't matter. You should generally try to aim for having all of your hair planes running in the same direction, but what that direction is is up to you! Crytek prefers vertical strips because of how they handle their screenspace…
Try to texture map something NURBS and you'll immediately understand. Hard surface models in particular are really evil, as you can't use the implicit parametric UV because of all the fillet and trim and other surfaces. A complex model can consist of hundreds of these and some of them are just tiny strips and such. So the…
Getting a lot more color in the face will help it look more realistic and interesting. I just did an older tutorial video from digital tutorials called painting skin tones in photoshop or something like that. Found it pretty useful. I think there is probably a lot of videos like this, and probably some better ones on…