Dear Polycount-crew, I haven't been to your websites for a while, and now had to notice, that your "files"-section has gone! - The very moment I intended to place my brandnew player models their:-( None of them would have been done without the tutorials on Polycount, so I think that is the place were they belong to. In the…
If the rig doesnt change, then all you need is to transfer skinning from source to target. This could be worldspace (depends on the changes really), topology space or even UV space if that doesnt change. This limits how much you can change i would assume. But yeah if you want the rig to adjust, this is what I would try.…
This isn't going to be just a material solution. Its a combination of material and the hit detection portion of the game. Using UDK as a base look in the "takeDamage" function of the actor class. Included in that is a vector for hit location. So for your player class using this material you're creating you can have a hook…
This is a good perspective. None of the other human characters in the game share these features though including Kay's mother so the devs made it exclusive to Kay. Also Luke Skywalker, Han Solo and Rey and many of the cast of Star Wars Rebels, Mandalorian and Ahsoka lead similar lifestyles and none of them had make…
I'll give my 2c on this topic and try to stay constructive. The first thing I noticed on most of your objects was material definition was lacking. Even stylized stuff looks like the materials they're made of. One of the biggest ones that i see in yours was your wood material. Squiggly lines on a brown background doesn't…
so i toned down the vignette and the stairs were also a little bleached out. so i toned that down. once again i have done a small paint over of what i am going to do next. on that note, i have just set up a particle system within cryengine to simulate dust particles. it was pretty successful, but it is worth noting that it…
Here's some concepting for a brown note emitter that I'll be modeling out for one of my classes. Let me know what y'all think of the direction I'm heading in. Time to paint the town BROWN!
So basically for some reason my animations made in Maya aren't working properly when imported to Unity. Even with each bone's animations baked, they're flying all over the place. Here's a link to the reddit post I made with videos demonstrating the problem: Based on long-ago prior experience, I have a hunch it might have…