galen: thanks dude. always happy if somebody else can pick up a few things while I stumble along. fearian: that was me learning how to set up vertex blending. :) the shader in these new screens isn't final either, but I'm getting a better idea of how it works. evil: yeah man, though i wanna play around with the HDR so it's…
Thanks man :) ...was going to make more progress before i posted an update here, but since its bumped ill post it anyway I agree about the texture; something I wanted to do specifically with this project is push myself in lighting and also to update my portfolio with new, way improved quality work. Something my portfolio…
Great idea, the sketch thumbnail that i created this from did have them closed. Thanks Gorilla. Update info:
Sorting "anatomy (bone structure/length) issues", retopologizing for game mesh atm (this is how i spotted the issue). Design Break down (for those that care):
A little more info and break down on whats going on…
@SirCalalot : You bring up some good questions that I have often asked myself. Originally I was thinking about ways to push beyond the concept, and the door idea came up. At first I was worried, as the atmosphere in the concept would more or less be destroyed by adding in the giant light source that is the sun, but then I…
Don't be afraid to go back! One of the great things about Substance Painter is that it is non-destructive. You can update your model, reimport it into Substance Painter, and your paint layers will update to the new mesh. Only if you change the UV's will your paint layers be broken. I do this pretty often, actually. I…
@mr_ace: Thanks! Blood updated @cptSwing: Thank you for your C&C @CyberGameArts: Lol, your to kind:) @KartoonHead: Thank you! RE: The negative values in my NRM map. Those are project errors from parts that are under other geo. None of them are visible. RE: The baking error on the stock. Thank you for pointing this out...…
Pumping out some more props. Still sticking to the same art style. I am worried it may be looking a little bit to cartoony, any opinions on that would be great. Here is a shot from UDK (pre-built lighting level) just to show off some of the new props, and see if they work well together. The lighting on the stool is black…
@Sebeuroc - Thanks. Yeah. When I started this map I was thinking way bigger in scope so I had those huge rock formations. As I started to build it, it became overwhelming so I decided to focus on the FG area with the statue and the BG with the temple. I will try to find a place for those large rock cliffs. @nufftalon -…
Ok! i activated the visibility track in the curve editor, and made a little test by linking it (using the wire parameter) to the X position of a random piece of geometry. now i can see it turns on and off, without any kind of smooth transition in between, when ever i move it across the X axis, it becomes invisible every…
Hi Silix, cheers for your reply, just installed and testing in Max2013 and this seems to be working fine now. I've been able to capture animation cleanly from a BIPED and load in BIP info into the CAT Base Human rig. About to try capturing directly from an FBX rig exported from vicon blade to see if I can sort my biped…