Currently i am between 2 options. 1 is to upgrade my pc 2 is to buy Wacom Cintique 27 QHD Thinking what would support my path in the CGI field more. I do like to sculpt but same time i like also VFX in houdini. hard decision
HAHAHA http://forums.beyondunreal.com/showpost.php?p=1798122&postcount=7 Apparently he tried to show "his own" work in the Defense Alliance 2 forum, which in turn is Legato's work for Defense Alliance 2! DAMN, how stupid can this get!? At least he's banned and the issue is pretty done for now that is.
This drawing uses 2-point perspective. The 3ds Max viewport is 3-point (Perspective or Camera view) or 0-point/orthagonal (all the other views). If you use V-Ray, you can use a V-Ray camera to turn on vertical correction, and thus get 2-point perspective in the viewport.
11 % are woman ? I had a friend who worked for a big game studio with few hundred employees and he said there were maybe 1-2 female developers and 2-3 in human resource and receptionist roles . That was a few years ago though maybe more chicks have joined the party ..yay
It's core is just too weak for my tastes. Toss in four pistons for the obliques and erector spinae (2 in front, 2 in back) muscles, and he won't look so push-over. Also, maybe some skin clamps for the chest to machine connection. Otherwise, I like the tech for the biceps, thighs and knees.
I love all the pieces on your site.:D congrats. in terms of site design i would tell you to ditch the frame or iframe whatevea. because i hate to have 2 scrollbarrs on the site. im using a 1280*800 resolution and have 2 scrollbars. other than that its cool.
How am I doing? http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=125648&page=0&fpart=2 Thanks again for letting me have a go at this, your demon was just too cool not to try doing one of my own (allbe it low polly and not as good :P )
I found this article and it goes into detail on how textures and planning went into Destiny 2's play spaces. As someone who wants to do more with environments and loves Destiny, this article was really cool. Let me know if you found this useful! https://80.lv/articles/environment-design-of-destiny-2/
Check your ASE exporter panel; the mnemonic I've always been taught for UDK export is "2-2-1"; that is, the first group box should have the first two checkboxes ticked, the second the first two, the last only one checkbox. This exports everything a static mesh really needs and nothing it doesn't.
With Toolbag 2 you can do this two ways without inverting the green channel 1. Set tangent space to max on a per-object basis, this will make is so you don't need to invert anything 2. Set Flip Y in the normal map slot in the material editor Not sure about the substance thing.