I AM NOT DEAD YAY! So where were we. Phase 006: Retopopo: Topology is one of those things that tend to be a fine balance of what looks good vs what works good. After studying topology, I came to the conclusion that it all depends on your rigger and animator. I was unsure what pose I wanted and tried to plan it out ahead of…
[ QUOTE ] Verm, from experience, i'd say that you are far too presumptious to call things myths.. I think it's really pointless to get into a silly arguement... However I believe not a single human physique is the same, all of us are very different.. so different approaches work for different people. [/ QUOTE ] While Daz…
I've been rendering up and mocking out these tutorial images with a 2gb machine on windows xp that I got shortly after Gears1 shipped. It's the same kind of machine I used to make the hospital set, in fact I remember that my home pc back then was more powerful than my work machine until I got on to the locust set. The…
It's a native look-and-feel UI with a 3D viewport embedded ( which you can disable completely so no extra rendering time will be used in case you want to execute just the HM2NM tool, etc ). I changed the right-collapsible window by floating/docking windows though... in that way you can move the windows with more freedom or…
beauty noun \ˈbyü-tē\ : the quality of being physically attractive : the qualities in a person or a thing that give pleasure to the senses or the mind The above is very subjective. I can say the most of mundane is beautiful. The famous plastic bag floating in the air almost dancing akin to American Beauty the movie could…
Poly count does matter, if you're going into a realtime game and even if you're rendering, you want to make sure your models have just enough polys to hold the detail but not an excessive amount that they cause other systems (rendering nodes and player machines) to chug. There are other external factors at play most of the…
ptex IS industry standard. and it's vastly different then uvw. there is not really any copmparison. ptex is a file format and API for storing unlimited amounts of texel data of all types. it was designed to store 10x10=aprox 100k, 22x22= aprox, 500k, 30x30= aprox, 1000k and larger texture sets. multiple map types and other…
For those who are interested, here is a description of my current setup. First I take my normal map into Photoshop and create two versions of it. To one I apply a Gaussian blur (8 pixels wide in my case), to the other I apply a high-pass filter (same diameter as before). This splits the normal maps into two parts, the…
before this rant im about to go on its a good idea to post Peter Moores pretty decently worded response to this: http://www.mcvuk.com/news/read/ea-voted-worst-company-in-america-peter-moore-responds/0113754 .......Aaaaaaaaand here we go: Holy fucking LOL. first off if you have never worked for them, you really have no…
alright so its time for the cloth simulation breakdown handling cloth simulation in UE4 is as much about planning as it is about debugging. I got lucky because the way I built my cloth meshes worked quite well with unreals cloth sim in the end. getting there took a lot of itteration though. If you are using a cloth mesh…