Seeking experienced rigger for setup of several characters. Knowledge of custom Maya setup (not automated) preferred. Facial setup with blendshapes a plus. Experience with this system is a Bonus: https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/MayaRiggingTool/ Must have link to rigging demo reel…
streaming and virtual textures, while very nice are not relevant to this issue The spline system seems to work fine on my large nanite landscape (10x15km) and while it's a little clunky I can't say I'm having any major problems with it. I'm not building anything as dense as New York though. Your biggest problem with…
Day 13 Made almost from scratch, this version has much more interesting look I guess but still needs work with surface and roughness. (stamped numbers are temporary, just tested some easy stamp-anchor system)
Have they fixed the botched Maya control system where it prohibited you from being able to double click more than one edge loop? I talk about it here: https://polycount.com/discussion/comment/2692894#Comment_2692894
Relaxed 45 deg angle for arms, sculpting rigging. Arms at tee for export to motionbuilder for animation. The tee is an unnatural position when they will be mostly down. I dont think that matters much if you use a muscle system but I dont.
Silliness. Then again, it's to be expected from our system. I got a ticket for hopping a turnstyle to a subway when I was 17, and I still have a hard time getting apartments, because apparently I have a past of "property crimes".
You can export it as a flipbook, or a sprite sheet. But it's usually better to reproduce things like this using the in-game particle system. A flipbook is memory-hungry, so it should be used sparingly, for effects you can't do with regular in-game particles.
Yeah.. would probably be an issue. Needs to be tested though, if my crappy laptop can handle it I bet 99% of the users system can handle it as well. Maybe a good little project to start learning some MEL? =P
CUDA is for nvidia graphics cards, do you have one of those? If so its trying to access 474mb from the graphic cards memory not your systems ram. Do you have <512mb if you have an nvidia card?
Also, probably you are bored with such comments, but I don't get at all, why you need pbr for this. A much simpler shader with lower system requirements would be clearly usable for this, and you could get probably the exact same look.