Rddr: this piece is being made partially for a contest and mostly for my portfolio. I've had a fun time making this character so I have no regrets taking it on. For the portfolio part, I aim for something that shows strong modeling and texture work. For the contest I will be rigging the character to be game ready. So the…
Bardler: I hear you man. I don't intend to keep it. I'm not a wiz on unreal script yet so my wussiness has kept me away from touching it. I've done some slight reading about the subject and it seems easy enough. I'll try and have it sorted out by the next long video I do :) toxic: These effects are the standard UDK ones.…
I think less about the game, and more about the platform (if that makes sense). Before the PS1, many of the more prominent higher end games were only playable in video game arcades. Those games were designed to take your quarters. For many such games, the primary objectives was about attaining the most 'points'. As many…
I don't think the Showcase/banners are necessarily intended to show off all the awesome work that goes on here, one look through 2 or 3 pages of the WAYWO thread is enough for someone to realize that there is a huge amount of exceptional work which deserves to be seen. Not to say that the ones which are currently in there…
depends on what you mean by "rigging" You should know how to build a skeleton and skin weighting. you don't have to know how to build a full featured animation control rig, but having basic knowledge of the standard types of constraints is very useful. If you just want to animate there are plenty of free and low cost rigs…
So I've spent tonight building assets to help tie the terraced housing together... fortunately I feel that these assets have helped immensely... although they're still only probably half of the elements I require to ground a comfortable terraced neighbourhood feel. I really am riding on foliage for that final beauty touch.…
No offense taken, that's a perfectly valid question ;) As you rightly pointed out, the site is based on a very similar concept to ModDB. One of the things we're aiming to achieve is the ability for our project pages to act more like independent sites, with each profile being a fully functioning website in it's own right…
Hey DashXero, Thanks for taking a look at Skate! When the idea was originally conceived it was meant to be nothing more than just a strict update for hypothetical use in a game. I agree there is a lot of symmetry on the upper torso, I could never really think of anyway to break it up. I really like the idea of a roller…
No it works on vertices. But like I mentioned, converting selections in Maya is easy. You have a foldout menu for this under Modify. Or just ctrl+f9/f10/f11/f12. Actually I think the script does produce some result if you were to run it with faces selected. I managed to do this myself by mistake and oddly enough it…
It looks like with your current models you have textured so far, that they have perfect symmetry. In case you did not know; You can delete half of a model, if it has perfect symmetry and you intend on keeping the symmetry throughout the texture as well, and then map that one side of the model. You can then mirror the…