Did an initial export to get some stuff into Unreal to start a scene so I have a basis for materials. Materials are just in a basic state right now. Dirt, wear, and details are still to come. Just getting some of the scene in-engine gives me some motivation to continue haha. Obviously, the water level is missing. That's…
I always tend to use the initial base mesh for my in game model also, unless there is not enough detail in it or 'too much' or the client demands that I optimize it I sometimes use 'cage' or use 'project all' to pop the low poly mesh to the high poly in zbrush so I don't get a melty silhouette
Thanks woogity, I definitely see problems with the arms, not just the upper part, lower arms seem off too. His legs do feel short now that you've mentioned it. I actually had them longer initially. I thought they were too long, lol. I'll try to fix them next.
Interesting... Sorry to bring up an old thread but I appear to have this problem. Dropping the plugin in 3DS Max 2010 doesn't work. It popped up with error code:127, specified procedure could not be found. Failed to initialize RightHemisphere.dlu Windows 7 64x 3DS Max 2010 32bit on SP1 DeepUV 1.3.0.9 Any idea?
Hey Chris, When you say it's moving in the +Y direction, is it doing so within the actual particle system (via a module in Cascade like initial location)? Or are you animating it in the world through Matinee? If it's the 1st, I'd recommend going into your velocity module and checking the option for "In World Space". See if…
It LOOKS to me (at this early point in using the update) that Autodesk's 2017 update that gets called 2017.1 has made edge-select work better. I'm not sure but initial impression suggests that maybe the problem has been dealt with. I don't have 2018 yet but I'd hope that the problem would be fixed in that version of the…
And an initial test on the low-poly, need to fix some problem areas on it but really happy right now as I didn't make a cage or tweak the bake settings at all. Currently at 2.6k tris, if i remember correctly it could have ~3k so probably going to add some extra geometry on the sides and on the bevelled parts.
why did u choose the position values for the light in the script? More importantly what is the importance of the position of the light relative to the cube? ( fer example will the cube be a look at "aim" object or a position constraint for the light? ) Without knowing it's next to impossible to suggest a strategy for…
Looks really delish. I know it's still WIP, but my initial reaction to your recent screenshots was to jerk my head back because of how white it is. Very bright. I'm worried the shelves and counters will start blending together too much because of how blown out it is at the moment. Really cute stuff though :D
Magical glowy blue lighting? GI lighting? Fluorescent lighting? Mood lighting? 3-point lighting? ...I think you should maybe expand upon your initial request, as I have no idea what you want. A script to delete lights? A script to make lights move? A script to make flashing lights?