Been playing with LT a bit more and have discovered another missing ability this one is pretty core to my workflow, I can't use headus's script to send meshes to headus and back ... again works perfectly fine in 2014/2015 maya full. this is actually a pretty significant loss in productivity not being able to quickly pass…
Here's the link to the skin pack that contains that camo. http://steamcommunity.com/sharedfiles/filedetails/?id=525871988 However, by all means, do it! I actually removed the "Sheik" from the curated version of my Brit skinpack just because it didn't really match the green theme I had for all the other vehicles.
I just tested the latest UDK version. You are pretty much confined in a box between about -262140 and 262140 units. When you convert that to meters you get -5243 to 5243 which is an area of 10486x10486x10486 which is half of my suggested max origin distance. I say "pretty much confined" because you can apparently move…
@NodrawNT Thanks! Finishes this hat and put it on the workshop, here's some more screenshots. You can check it out on the workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=522554050
This was a typewriter asset I created for our final year project Chateau Maquis. Based on a universal Underwood Typewriter Artstation link with more photos: https://www.artstation.com/artwork/52zOz Rendered in UE4
Hello people, I havent been posting my progress for a few days, im sorry I didnt have any time to do so... So, I retopoed this guy, painted him and im ready to rig him. This is where its at.. Its 5264 tris in total. PS. im sorry, I dont have time to post critiques =/
Update! Complete belt. Add folds on pants, create model of sword. I reworked folds 4-5 times, because don't really sensed gravity, volume and textile material. But with each new attempt i feel it better. This good study for me. Sword modeled in max, after splitting on subtools, some parts converted to dynamesh. Also like a…