the _hand md3 also has a firing animation too The animation frames are dependent on the player model's animation.cfg (look at the lines that say DO NOT CHANGE - hand anim is synced to this, and you'll get an idea of a framelist)
You need Quicktime Pro to export streaming video. Open the movie in the Quicktime player, export, select Options, make sure "Prepare for internet streaming" is checked. Also follow the stuff in Eric's link.
Hi everybody! My name is Adolf Navarro and I decided to develop a classic ancient Greek warrior for this Reallusion contest. I’m not going to be too strict in the historical facts. So, I’ll try to create a nice and impressive look, half way from what we know about the Greek combat suits and weapons, in order to achieve a…
Hey, I've had this issue before in the past but I'm not able to get past it this time. I'm getting glitched textures when I paste layers into other texture sets. Sometimes this can be solved by closing and reopening the file but that doesn't always work. Hiding and showing the layer again doesn't work either. I think it…
I posted a question about this yesterday on the main site. So far no dice. Is there a way to mask effects and smart masks so they only apply to certain areas? When I drag a smart mask to my layers panel it overrides whatever masks I have in place and applies whatever effect it creates onto everything below the layer. I…
I baked out my normal, AO, and height maps from hi to low poly in Marmoset. Now I've' imported all my meshes into a single Substance Painter file using an FBX and I could apply each of the the individual AO maps to the AO map layer or I could just add them as an additional layer for the diffuse texture layer. Any reason to…
But even if you have equal scale for the objects in the UV, you still have more or less dense maps. If there are many small pieces contained within one large (say 4096) UVW then all pieces are small, even though they have the same texture density. The problem is that applying existing smart materials to objects gives quite…
Thanks! It definitely has that Fallout/retro vibe to it, which is what attracted me to the prop to start with. I wanted to make something with a sci-fi edge, but something different from a slick Destiny or Mass Effect style rifle. The overall flatness is something that was mentioned in my class critique: I basically have…
Good stuff, Justin! I'm thinking there would be a few of us interested in a more in-depth video if you decide to make one. I've been trying to find a good tutorial going over how well 3dCoat integrates with Zbrush. Maybe this is possible in zbrush and I have no knowledge of it, but I'd really like to do all my sculpting in…