Hi polycounters, Last week I was having lunch in a cafe when I saw this little side table. "This is a perfect object for a small project to try and make a low res version of this" I thought and snapped a few reference pictures. And here is the result. Highres and lowres modeled in Modo, the highres tiles were sculpted in…
Prototype: [ame] http://www.youtube.com/watch?v=G-eB-oCWsq4[/ame] Game was canceled long ago and the tech demo is pretty old, but it's always impressed me how awesome it was, it was also an Unreal Engine 3 game, I believe 4 people or so put it together in 4 months. I have yet to see a Unreal Engine 3 game with effects like…
I am doing a little attempt creating an *.x exporter from Maya with Python, I am also using Darkbasic to have quick preview of the model. Does someone know if there is any documentation about the *.x format? Then I can understand a little more the content? I check on google and I do not know Direct X then... maybe not…
hello i got a pretty complex brick shader going in UDK, and am trying to figure out what is more expensive right now, adding a whole new greyscale texture to use as a heightmap for my vertex paint and bump offset or taking my mask texture which i used to mask my grout, and 2 different set of bricks for adding variation too…
Greetings! I have a question in regards to connecting two pieces of geometry in Maya in order to weld vertices and connect them together. I have two "beams" of the same dimensions; I have combined the meshes and I am now trying to find a way to connect them without the use of boolean ops. I have included a picture below to…
Unreal marketplace: https://www.unrealengine.com/marketplace/scifi-crates-pack 14 High-quality and completely customizable crates with PBR materials. Ideal for 1st/3rd person games. Customize PBR values & colors to achieve the specific look you desire. Personalize your assets to create props that are unique to you and your…
Hi. I got some problems with unwraping models that are supposed to be modular buildings. As you can see on the screenshot - the front wall face on the right is smaller that on the left. Not only smaller, but also is rotated by 90deg. It's easily fixed though, unlike the size. It happens because auto-unwrap tool stretches…
Oh, of course. Don't know why I left that out: https://www.mediafire.com/file/8xa803okneggd5q/Big_Cat.7z/file I've included the tiger mesh I've had endless grief with, male player head + torso, and female player head + torso. The workflow is to manipulate the skeleton as much as possible, so that the head intersects with…
Mind to share your max file ? You shouldn't really care of uvs during your modeling phase, as pretty much every modeling action will "break" them. If you started from a cube, the model will keep it's initial cube default unwrapping, just adding uv's vertex around in a giant mess until you unfold the model properly. Then…
Unreals default importer does some non-intuitive stuff with pivots. You probably want to check out the Import Into Level (FBX Scene Import) | Unreal Engine Documentation, as well as read about the "bake pivot to vertex" option. Basically, that allows you to import an fbx and it will maintain the same world position as in…