I watched a stream 5 minutes ago and the Z axis is still not used apart of from simple jumps, and the person was moving at a crawl, a speed that is easily lower than you would relatively move in Dota without purchased boots. I expect they increased the movementspeed by 10-30% but that will not do. Also its not only the…
Hey there - not sure on how to achieve it in UDK, but an image-based "matcap" shading would achieve that very easily. It's a very cool look indeed... Brice's shader does that very well. You basically just paint that lightsource as a gradient in the axis representing forward/backwards normal direction.…
"What is the total cost of the program? " Costs can be found here - http://www.herts.ac.uk/courses/3d-games-art-and-design "How many graduates do you have a year? " Around 100 on Games Art, VFX, 2D and 3D Animation also have some MA and PhD "How many of them are employed" Employed, to early to say but its looking good from…
If your model is radially asymmetrical, you can also use a -1 scale in the Duplicate Special options to mirror across an axis, rather than duplicating then rotating it, and everything should line up no matter what (as long as your border lines up with the axis).
That answer came about because there was nothing a user could do other than complain, that is until 2012 rolled around and they finally worked on it. The history of the object plays a big roll in how the cut tool behaved. Resetting the transform and scale (hierarchy tab of the command panel) help quite a bit not just with…
Hi again guys... These are the sequences "filmed" on the planet's surface... The Landing After to find a nice video background for the landing module. I started adapting the vanishing point of the iClone's camera to create a convincing perspective effect. The composition of this scene is quite simple. Besides the landing…
You have some nice details on the glove, but the hand shape is very alien looking. The palm should be much larger in relation to the fingers, and you need much more mass in the thumb pad. I would also have harder angles at the finger joints. The fingers look a bit too sausage-like at the moment. Lastly, you should twist…
The functionality would be, having a very light weight basemesh to manipulate with a nice and smooth high density mesh as output. As you said, its highpoly the polycount of the highpoly doesnt matter. But what matters is a simple and leightweight mesh you can edit quickly. Most of the examples here might be detailled but…
Hey guys i just ran into a problem you guys might be able to solve. As you can see in the picture, some of the normals of the armor has been inverted. As far as i know in maya the normals are facing the right way and appear correct in render, but when imported to marmoset this happens. I wanted to create a duplicate of…