Games All the Silent Hill soundtracks (Especially SH1! Scary nightmare industrial) Resident Evil 2 and 3 God of War 1 and 2 Metal Gear Solid 2,3. and 4 Doom 64 Quake 1,2 and 4 Dead Space Alice Manhunt 1 and 2 Movies Gladiator The Crow and anything from Graeme Revell Batman 1989 Batman Returns 1992 Anything from Danny…
I guess at one point at least everyone tries to find a good solution for this issue. There a couple of ways to do this, depends a bit on the situation and surrounding geometry. Hope quick explanation is understandable, no images at hand right now. A) Rotate 1. make a loop cut where the corner is supposed to be 2. rip that…
Ah right. The utility basically just automates the 'tokenize' command for this part. The tokenize script in maya basically looks for a "_" character, and then creates an array from each section of text in-between. So if you had a bunch of similar nodes called "left_foot_1_node" and you wanted to connect it to something…
It is indeed an improvement @Donkey_Kong. Here is how I would approach this next: 1. Pick 1 shot that you will use to prove out the whole process 2. Add a placeholder character as reference for scale. You can use metahuman to get something close. 3. Use it to better understand if you got the proportions right. For that you…
Company: Ciney (Mobile VFX App) Location: Remote / Global Description: Ciney is a new mobile VFX creation tool that lets creators blend 3D assets into real-world scenes in minutes. We are launching a Seed Creator Program to test Ciney with talented 3D and VFX artists. This is a paid testing program: participating artists…
I tried importing the head as a static mesh (ASE) but I couldn't get it to handle overlapping UV's so I ended up exporting the eyes as separate objects. Strangely enough it still thinks that either UV's are out of bounds or are overlapping for the head despite me triple checking in max. I deleted the eyes, applied a single…
Here is what I do... 1. Create your first uv in channel 1 (the one that will be textured.) 2. Save that uv. 3. Then set it to channel 2 and hit reset. then just hit flatten mapping. 4. Go back to channel 1 and load the first uv. 5. go into udk and check both uv's I think "0" should be your textured map and "1" should be…
Of course. So far if you loose wing sections, that part of the wing will no longer contribute to your lift, so that side will generally drop. Engine damage can also make your engine fuck up and either have to glide to an emergency landing[1] or crash Eventually (this is a part we are implementing right now), when the wings…
Here are some progress screens, had fun making the house using "modular" pieces, now to figure out the roof. I was thinking that the roof tiles would be instanced meshes in unreal, is that a good idea? Been actually experimenting in unreal engine, testing the lightmaps, I'm getting seams and been reading up but I cant help…