I think I have the basic functionality down to make the bottle shapes that I want, the graph is a mess right now and there's probably better ways of doing this (there's absolutely a better way to organize the graph). But this is what I ended up with; The big idea is to be able to create a large number of assets with just a…
[Closed] Project Overview:
I am seeking a freelance technical artist or character rigger to port a comprehensive suite of assets from X-COM 2 (UE3.5) to the Daz Genesis 8 (Male & Female) platform. All source .upk files are extracted and ready for conversion. Scope of Work: * Modular Armor Sets: Tiers 1, 2, and 3. Must be…
Hi I have a question regarding editing chanel layers in photoshop for a DOTA 2 mask I need to darken a meatal area in the green layer for Rim lighting in DOTA 2 engine but all I seem to be able to do is delete aspects of the chanel e.g. delete red and blue and the image is left with green. Do I edit each layer or do I…
Hello I am new here .First post so .I figure I better say HELLO TO ALL .I have a few questions though so this might be a larger post . 1.A while ago You guys had a team fortress 2 competition is there going to be another one . 2.I want to make some models for tf2 ,but I have no clue on how to make the files nessacary…
Hello community! I just downloaded the trial version of Marmoset and have been trying to find a way to import 2 materials into my scene but to no avail. My static mesh has 2 material ID's but only one shows up. Does anyone know if this is possible or am I not looking in the right place for it.
I am SUPER happy to announce that bounchfx will be joining the Polycount team as a moderator for the Dota 2 forum! bounchfx has been a member at polycount now for a super long time. Recently he's been contributing to Dota 2 as a content creator and we asked if he would be interested in helping Thiago moderate the Dota 2…
Hi everyone, I am looking to join a serious indie game dev team to gain experience and build a dedicated real-time portfolio. I am offering my skills for free. About Me I have over 20 years of professional experience across 3D generalist roles, architecture, product design, and motion graphics. However, I am currently…
hello, i use autodesk Maya 2015. i created a helmet, bracer and a totem for earthshaker and wanted to Import the meshes into the game. For this step i used fbx. I deleted the history and freezes the transform and moved the Pivot to 0.0.0. i skinned the mesh to the bones i had from the .ma file from steam. it worked all ok…
This at least seems more time saving option for me. As for now, what I see in Blender at least, mirrored face works by laying 2 identical uv-islands on the same position, but that doesn't make them a single uv-island in practice. Why can't they become one (2 sides of the mesh, using the same single uv-island) ? Wouldn't it…
well, I can think of two big things to comment on; 1. does the katana have distal taper? Many 3D artists model swords as if they were cut from a flat sheet of metal; you want distal taper. 2. Is the cross-section of the katana grip oval or perfectly round? You want an oval cross-section for edge alignment. other than that…