Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
Well if you end up choosing UDK, you might as well use Unreal Engine 4, which is simply called UE4 and has a lot more visual power over UDK/UE3. Making the jump from UDK to UE4 shouldn't be too difficult since they have a lot of similarities in systems. As others have said, visually out of the box UE4 has a lot of nice…
Been grinding on this after work for 1-2h everday. Some notes ( Or critique ) from me to me : Skeleton needs Adjustement Finger bones are way too long Adjust Skeleton to the base-mesh once complete , not other way around Find more references for the Orangutan especially the muscles ( Hard to find for me, mostly guess work.…
is the mesh gona move ? I suggest watching Avrid Scheneider's channel. Full of useful Arnold tips and tutorials. Might help you. https://www.youtube.com/channel/UC1KDwEVBlxr4ew7xqLOhu9g my 2 cents Procedural is great for giving variations, good for texturing and shading large amount of assets without having to spend lots…
Hi, NinjaSocks Thanks for the feedback. I have changed the grunge on top adding a gradient node so it fades as it goes down, also added subtle grunge on on the horizontal seams. Introduced green paint drips. What do you think? Still struggling to add a believable hole in the concrete(at the bottom). Slope blur just does…
[ame] https://www.youtube.com/watch?v=WSLyA7eQWOU[/ame] This should do what you want if you have a texture sheet. If you want the same thing in a game you would have to export animation curves and setup a material with dynamic parameters / uniforms to offset the UVs. [ame]https://www.youtube.com/watch?v=L9Hg5Xu2zAU[/ame]…