Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
Hi, i have a problem for which I can't find a solution. And my own experience with Designer is not big enough to solve it by myself. My project has the dimensions 512x512. I have (successfully) created the usual maps (PNG - AO, normal, curvature, opacity etc). In other programs the maps appear completely correct…
Hello hello Poly-peoplez. Completed this coke machine in a bit less than a week. It's been a really fun project to do, and to add to the portfolio, and I'd like to know what you guys think and what I should work on improving for the next project!
It definitely looks impressive on the first glance, you have some really great looking assets and there is obviously a lot of hard work put into all of it. So you have some skills, dedication and some good looking portfolio shots, especially for a student. So nice job! BUT (there is always a but) you have some things that…
Hey Guys, Im at the ponit of killing or paying huge amounts of money for information!:poly142: Zbrush related question: Does anyone know how to lock the brush in screen mode instead of following the surface normals of an object in zbrush. Thanks a million for any help cheers rawgon
Specter, I tried executing this code on both the full object or the vertex level and it gave me the following. I'm on Max2009 btw (staying away from the ribbon as long as possible!!!) -- Syntax error: at ), expected <factor>-- In line: ) Animax, that's fantastic! It's working very well and I like how it selects the…
Ditto, this is what I'm curious about as well. I watched hourences' video and saw the other top down game somebody internal made in their free time but is it really possible to make a finished game without it or is it more of a prototype builder like most node based programming things I've used? I'll probably just have to…
Yes, that is what I mean. The converter/importer will most probably re-evaluate all mesh data to optimize the vertex/tri setup. And I think that things like handness are more or less ignored. Splitting the UVs or using a hard edge to enforce the converter/importer to handle tangent space correctly, is a valid "hack". With…
anyone curious about playing ARK: Survival evolved i just started up a fresh server, come ride a dino with me! CoffeeKingdom server 209.170.149.82:44721 [ame] https://www.youtube.com/watch?v=W-8ZP7UoRV8[/ame]