Hey guys! I finally finished some of the tools I had been working on for the last year. Took me longer than expected! I don't have much time these days so I've followed the example of some of my fellow scripters and decided to put them in a pack and sell them. Hopefully this will motivate me to find some time after work…
I hope you guys like it. It's the most ambitious thing I've ever taken on https://youtu.be/q6amkGifYos Features below (I likely forgot many) * Object edit mode: Rotate, translate scale, select entire objects and manipulate their transforms. * Includes real-world unit system for editing absolute position and scale of…
Hi It's that time of the year when students will be asking what sort of theme should they put into their portfolio. So I thought I would come here to ask you guys what sort of portfolio you would love to see, what should be avoided, what you would create if you had a year to do what you wanted? Personally for advice to…
i've learned from working on Exanima that it could be an absolute nightmare if character customization, particularly armour layering, isn't properly planned out before making a bunch of assets for. I definitely won't be doing armour layering that's for sure, we'll just replace body parts with different pieces of…
Very nice. Definitely better than any student work I ever produced :+1: Agreed with illumisanic. Something I notice in grad work is that its common to spend a lot of triangles in small fine detail areas while neglecting the larger silhouette. If you take some of the triangles out of the high density areas and spend them in…
a slight variation or how you simplify the geometry.... --********************************************************************************** fn make_cube_side tmesh fi f1verts f2verts matid smg =
( setface tmesh fi f1verts; setEdgeVis tmesh fi 1 true; setEdgeVis tmesh fi 2 true; setFaceMatID tmesh fi matid;…
My workaround has been to open the UV editor via a shelf button that adds a custom panel next to the UV toolkit. When I want to add something I look up the MEL command for it and add an entry to the list. if (`workspaceControl -exists PixelBUV`) deleteUI PixelBUV; TextureViewWindow; global proc…
They reuse UVs a lot. Only 1/2 the face is textured, the other 1/2 is mirrored in UV space to use the same 1/2 texture. Same with any symmetrical body parts... only one arm is mapped, only one leg, etc. The helmet UVs are even more optimized... only a small section of the helmet is textured, and all the rest of the helmet…
This position has been filled. Overview Studio Vinari is a small game developer based in Barcelona, Spain. We are currently working on a project with great potential, and are in the process of constructing a Kickstarter campaign to fund its development costs. We are seeking a skilled 2D illustrator with experience in…