$500 is about 20-25 hours of work. That gives you 6 minutes per animation. Basically you deliver him 200 animations made in 6 - 7 minutes each. That's what he's paying for essentially. You get what you pay for.
zero? https://www.unrealengine.com/marketplace/en-US/assets?count=20&keywords=water&sortBy=relevancy&sortDir=DESC&start=0&tag=38 i guess similar content exists for different engines
Hi @Ewan, looking cool :+1: Along the lines what dirtspacer wrote, I'd note that in regards to overall proportions the hall in the concept feels higher and more vertical. The top part of the pillars looks a bit too massive in my opinion. Here is a rough overpaint on the concept, assuming a step height of 20 cm. That's just…
We're a group of friends with experiences developing products at Google, Facebook and Uber who are working on a new idea at the intersection of social networking and gaming. It has the potential to be very impactful if we are successful executing on design. Development has been under way for about a month, and we are…
In this tutorial you will learn how to create a procedural bush plant in Houdini 18. We will start with the generation of the stems whose height depends on the height of the boxes selected as input. The methods used in the tutorial offer full control over the shape of the whole plant and at the same time it keeps a natural…
We've got some great new releases to share with you! Everyone's asked for more texturing tutorials, and this week we add another great drop by the world famous Damian Lazarski! Back in the day he melted our faces with an amazing video on Creating Foliage for UDK, and now he's returned to teach us all about making great…
Does anyone know how to set the layer system back to the old way. I really hate the new system, especially now being able to simply click the add button to add objects to a new layer, drag and dropping is crazy if i have 20-25 objects i want to move
@chaoswww yah I'm gonna refine it more I did that in about 15-20 min just before I had to leave for work so its definitely not done yet so I'll post another update when I think I'm done with it
Make sure you've set the bone affect limit to 3. The default value for the Skin modifier in 3dsmax is 20 (i think) and that will cause issues when exporting. Dota 2 and alot of other games engines work with max 3 bones to influence the vertex weighting.
LOTS of progress done today! I'd like to say I finished the modelling part, if there's anything outstanding just tell me. Now onto making the low poly, I'm thinking I should make it a full asset. Now 46% more than 20% poseable.