Another head concept for the Butcher. Trying to create instantly-recognizable shapes and present a strong silhouette. I decided to part ways with some key features of my idea. The "sacs" are now just more of a reptilian membrane.
oupps , that's all me dizzy ,....I'm sorry for the confusion of quake2 / half life2 files (MD2 /MDL or SMD). Anyway thanks my mistake You can start to learn export character into HALF LIFE 2.
Hi, I was wondering if its at all possible to have particles spawn half way a long their path rather then at the start, when the level loads. I want it so its as if the emitter was already running for a few sec before the map even loads, hope that make sense.
Hello! Were a small company with AR App, We have a 3D Character that needs to be animate, The model is already rigged and we need him to have 2 separate dance animations - 1) the L dance. 2) Hotline Bling. Each animation needs to be 10 sec long.
i have a .zip with the .qc .smd and the animations. i will provide you also with a blank white materials. Please someone Compile them for me Pro-tip for Valve employes : make a working Workshop Submission for the 2nd ability . P.S PM me to give you the .zip
update with final screens; Hi everyone! I'm working on sci-fi themed environment kitbash set. Creating modules to be able to build different sic-fi env pieces like hangars/corridors/rooms etc. Here is what I have so far. More updates tbd
Hey guys, This was our teams entry for the SFAM competition. We did the Alien room from the latest Indiana Jones film. and finally a video presentation and break down of it all. http://vimeo.com/3861703?pg=transcoded_embed&sec=3861703
School's out and I need new portfolio material, so I've been spending the first week of summer on this German SMG. I think it turned out pretty nice :) As with everything, it could use some more work here and there, but I like where it's at and I'm feeling the need to move on.
So I added larger ammo packs today and therefor had to fix loot drop chances. I haven't tested it 100% but it seem to work. Also added a SMG to the second room to use the new extra bullets ;) Play the alpha here
Apparently can be solved (for the most part) by baking with ignore back-facing ticked within Xnormal. Or for 3ds as Joe 'EarthQuake' Wilson puts it "by disabling shadow casting and enabling backface culling on your floater object, by going to the object properties or something." [sic]