Hi guys, this is a snippet from a tool I'm writing to streamline some processes for our artists. We have models are unwrapped on channel 1, then unwrapped on channel 3 for baking. Once we have baked a texture we drop channel 3 onto channel 1 and apply the baked texture. All pretty simple stuff! Now I've basically tried to…
Hello there, So this is 1 of 4 of my modules for this semester of university. Cyborg Link Character - http://www.polycount.com/forum/showthread.php?p=1931929#post1931929 *Links to other threads of the other 2 modules will soon be here* Basically this module is HandHeld Games where we have to create either a: Character,…
Hello I'm an artist from Bulgaria looking for work, usually I manage to fit 1 fullbody character into 1 week. https://www.deviantart.com/dqube/gallery https://www.deviantart.com/dqube/journal/Commissions-TOS-863476748
This might help, lots of people seem to have this issue today: 1. Move all your existing UV's up 1 channel 2. Create a new UV channel 1 and do a quick planar map or sphere map that gives you the least seams in the best possible places (UT3 appears to use seams in map channel 1 to determine smoothing groups) 3. Reimport…
3-4 weeks at the shops ive worked at. bout 3 weeks for the main work then add in a week to total for future tweaks/lods etc, give or take a few days. mine usually look like this 1 week for the high 1 week for the lows/uvs 1 week for bakes/textures 1 week for finishing textures if needed/LOD's corrections, and tweaks down…
have you tried a burst list with a setting of 1 high, 1 min? then zero out the spawn amount and spawn rate. Alternatively you can limit the max draw count to 1, but for something like an explosion, a nice responsive burst list should work best. also having looked at video, it looks like your emitter is looping. try setting…
First off how are you doing your textures? Are you doing 1 to 1 unwraps or are you tiling them out of the 1 to 1? Second the text on the signs looks way to fabricated. What I mean by that is it looks like they were typed up and slapped on the texture. It does not have that older feel to it. I would expect to see some…
Depending upon which projection you're going for, you want the ratio of height:width for the base rectangles to be either 1:2 or 1:sqrt(3); yours is roughly 1:sqrt(2). These diagrams might help: The first is the 'proper' projection, but the second generally looks better in computer games because straight lines have a 1:2…
The builds suggested look good. I would go with (2) 1080P displays over 1 1440P. It's much easier to have reference on 1 screen and main app on another rather than trying to scale everything around. Another option would be to get 1 1440P monitor and then 1 17"-19" 4:3 display on the side. Anyways, I'd give this a read…