Considering it's running in Flash, I've developed some very fast 3D flock code. Despite being art focused, I know polycount has a good handful of programmers, so if you're up for a challenge, see how fast you can get an epic 3D flock running at. A few rules. 1) It must be browser based for accessibility and fairness. But…
Geez, big night for HL2 mods. Episode 2 of Minerva drops, now this! Empires is a very polished looking mod for HL2 that has one player playing a traditional RTS style game, building buildings and vehicles and the like, with all the other players on the team acting as the ground troops. Load up Steam and you should get a…
Hello, I am Togay and we are developing Adanath game project (side scroller action adventure game power by Unreal Engine) We are looking for general 3D modellers Responsibilities * Create 3d models (buildings and environment) texture and export as ready to play. * Work with concept artist and create the buildings and props…
Hello, I am confronted with the following situation: I have a model that i need to export for AR in two formats, .glb and .usdz. The model is built in 3ds Max and has simple animation attached to it(a simple Mixamo rig with a few other bones attached by me in max to complete the animation). After browsing the whole of the…
Would you only use the zmodeler or mix it up with some sculpting or even use both on the workflow starting with the zmodeler and refining with sculpting brushes or anything else ? I ask because all 3 of these pieces that are shown below seems a bit challenging to me(I haven't tried it yet thou). This is ranked from easiest…
(reposting from game-artist) Hey everyone, Upon importing an .ase static mesh into UDK, I'm getting the following message: Trying to troubleshoot the issue, I found this thread over at UDN: Generated/Imported vertex count ratio message - Epic Games Forums Post #7 lists potential causes as: 1. UVs - no UV map at all, or as…
1. I'm truly amazed again and kinda embarassed, cause my thought process wasn't nearly as deep as yours. I was thinking more like "These walls look empty, there's a lot of dirt in the room, It could use some ventilation" I was kinda tired with this scene, but you inspired me with this. I think I'll work on some air…
I dont know what kind of female anatomy you are going for so Im just going to assume its standard pretty girl stuff. Id say your ribcage is too small in height and depth and too pronounced, its like shes holding her breath, rather try use more neutral pose/breathing reference like this bikini model I found on google…
for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
This study is totally biased towards XSI, download the files and you'll see. They don't set the scenes up at all similarly, some in XSI are set with only a couple of keyframes while the Max and Maya ones have a key every frame. Some of the scenes in XSI are set to draw in bounding box mode and being compared against Max…