Hey all, looking for some early crits on my work in progress (you may have seen old version on ddo beta thread) Skippable babble: Model is a TOZ-120 shotgun by Tula Arms, russia. I started watching Millenia's excellent M37 tutorial but decided I wanted to try something a little different, so I chose this gun. This is my…
Hi everyone, As part of my MSc Dissertation I have chosen to produce a Monorail Station set in a retro-futuristic theme, using the UDK to present it. Below are a couple of mood boards that I've been using. I've been trying to aim for the same clean glossy look found on most of the vehicles/concepts shown, while using…
Hey guys, I'm not exactly sure when this started but all I know is it's been a consistent issue with Substance and UE4 for me recently... Ever since I upgraded to anything higher than UE4 4.13... all my maps have been importing wrong and made my life a living hell. I've tried trying it in new projects and it will continue…
I've been struggling throughout this environment project to figure out the best way to step and repeat these circular elements. Any help is appreciated. As you can see above I have pieces of pink floor with a walkway leading to an exit. It repeats. This was working at first because the pivot point was directly in the…
Did some retargeting tests of a previous export of one of my rigs and it seems to work well? Retargeted the rig to the rig of AnimX Advanced Cats to see if we can save time on the movement for the game since it has a range of animations to choose from. Though I did encounter some problems with the feet not being weighted…
Hi EarthQuake and thank you! I'll try to explain, just imagine you have a complex scene to bake more than 5-10 baker groups in marmoset and several bakers (texture sets) to bake and workflow should be flexible if you going to change some of the meshes(high or low). So i'll describe what default QuickLoader does and then…
wow!!I just fixed it.I recommend everyone who use ZBrush to do the following. 1.Make your final UV for lowest subdivision model. 2.Do not go for creating maps(color,normal,displacement etc),for now. 3.Switch to lowest subdivision level. 4.Under tool menu>UV map,then click on Flip V.This will flip your UV in vertical…
Missed this... Opps Skinning in general doesn't react well to changes in geometry (below skin). Above skin it handles it pretty well but then some exporters don't like other modifiers on top of skin so you are risking it working fine in max but not after exporting, so typically you have to redo skin, which isn't as painful…
I'm gonna go ahead and say that your Motionbuilder statement is a bit incorrect. Motionbuilder will let you do whatever you want. Your results may vary depending on what you want to do though :poly136: At work we have two poses for the character. One 90 T-Pose and on 45ish V-Pose. Both of these are in the scene, in their…
There is an article on this website I used to get started on my own modular characters. Google "modular character system" and look for the polycount thread. It's probably archived in the rigging section of the wiki as well. It goes really in depth. For my own system, yes I have all pieces rigged to a single skeleton in a…