Hello here! I always loved doing 3D art when I was a teenager but then I went to university to learn about brain research and I did not do much 3d modelling for 8-10 years! Two years ago I left research, started a part time job as a data analyst and start working on my own video game in the remaining time. Here a…
Im trying to take a simulation I made with a sphere exploding and get the animation to bake onto joints so I can bring it into UDK. Does anyone know how I would go about making the animations bake onto the joints so its not on the geometry itself, Thanks
Depends on alot :) . Are you looking to make realistic or stylized textures? Being able to paint/create your own textures is great, I encourage you to practice that. But using photos as a base is also ok. In the past you would normally just head over to CGTextures and grab some base reference from there.…
Mkay, so I've just watched Helder's vid on exporting stuff to CE3 and It got me thinking again on a subject I've let go for a while. The backstory: A couple of years ago I made a paper summarizing all the technical knowledge I managed to gather(most of which came from polycount and especially the "Too Much Optimization…
From a test i did with Nickz_humanMaleAverage in the tools .ztl section i believe (just for reference to the gif) i made some changes to the .ztl file and added a new layer which added details to it and it seems it is possible to do what i said. The answer is Yes you can put it back into a t-pose after the edits are made.…
hey everyone :) Me, mr mclean and Dreamer are good forum buds and wanna work up some characters together, the subject matter will be different for each of us but the end goal is the same, make something cool and hopefully level up a bit in the process. Should be interesting as we are all going in completely different…
The biggest problem here is you've got holes and gaps in your mesh. The renderer doesn't know what to do with this sort of data, and its going to raycast onto something random. In your "This is how it should be" example, you have those pink normals which are just facing in some random direction, both methods you show there…
If I'm getting this right from all of your replies, the correct method is to 1) bake outer shell of clothes 2) extrude inward 3) (if the inner clothes geo is needed) offset inward shell 1 unit right of UV space for unique normals That makes sense, I'll try it after work tonight. However, what if the clothes has a clear…
I'd like some advice on baking textures for low polygon assets for use in a software engine with no realtime lighting. So essentially, not baking a normal map or lightmap for use with a realtime lighting engine, but completely baking the lighting into the texture, as realtime lighting/shaders simply aren't an option with…