Ok - progress is alot slower than I expected for one big reason: I'm spending as much, if not more time reading/watching tutorials as I am working on assets. but having blocked out the BSP, and got one asset in, I think the next 10 meshes should go alot faster :D So I present an untextured hallway section with an…
You can get the CAT animation system as a plug-in for 2010, but it is fully integrated in 2011. Why do you hate 2011? I just upgraded to it a couple of weeks ago and I love it. The new Slate material editor annoyed the crap out of me, but the old material editor is still there and once I told Max to use it instead of the…
Hey, Its looking good considering everything you've said, you have some smoothing errors near the back and im not sure if thats some at the front aswell. The only thing i would suggest is dont render on black. Hit the 7 or 8 key (one brings up the polycount i can never remember which :S) and just change the background…
Hey there! First of all, don't be discouraged—you're absolutely not alone in feeling this way. It's great that you're taking the step to experiment with a Pro subscription and see how it affects your visibility but I don''t think its needed, it is however great for the tutorials and other features. While it can be…
Hi, so I have a character I made in Maya and imported to Unity with animations and all. I'm just learning Mecanim and doing some testing. I have my character moving and am trying to understand it. However, I wanted him always facing the direction he's going, which he wasn't. On Unity Answers, I found this handy piece of…
Hi everyone, Explanation Part: So recently, I've just got back into 3D modelling. Like my old self, I've had only little experience in the texturing process of working in next gen hard surface 3D game asset creation and so far I've only covered these procedures in the low poly to high poly pipeline including: 1. making the…
Thank you! The ivy was created using the IvyGen Addon. I followed this tutorial in order to learn how to use the addon: https://youtu.be/OpBrg1iZEY0 As for the grass field, I had to create that using a hair particle system. I started off by creating several of my own grass clump models. There wasn't enough variation in…
@musashidan A tutorial is planned so everyone could benefit of what Akeytsu is capable of. I'm a 3dsMax guy too but I really never found animating in it "fun" or "good", just too technical, too slow, which Akeytsu avoids/solves like a boss. Max remains my favorite software for hardsurface, game art modeling and UVs but I…
Thanks guys, see, this is EXACTLY why I've posted now, such good advice already. @Selaznog Yeah they're just one of UDK's particle system leaf things :) There's some in the concept so I just put them there for now. I'd love to make my own though, if I could. @Ace-Angel Thanks for that reference picture its great :) Yeah…
Hey thanks for the reply @bk@bkost I am using Arnold following Tom Newbury's tutorial found here. He doesn't use any sort of cavity maps specifically, just a displacement export from Zbrush then the pore displacement from Mari. Thanks I'll try to get into some of those XYZ tutorials. I actually do have a mask on the SSS…