Been working on scripting.. I've built a function in ue4 which lets me divide an images into sections and lets me use a number to call a certain cell Need to figure out how to build a blueprint and then use that to randomly select a number to drive what texture to place on the colored areas Progress Shots: (dDo) ( Maya)
He's quite an endearing character. The mesh is a bit of a mess. There are a number of areas that could use some serious optimisation. The hands seem to have an enormous number of polys as do the eyes and the disks on his belt and the belt itself. Eliminate any geometry thats not adding to your silhouette or needed for…
Make sure you include any specific requirements, like X number of observational drawings of objects, Y number of figure drawings. Spend the time to create these things to a good level of quality if you don't have them already. There's a reason they look for candidates with a certain level of skill in art before they admit…
I sort of did what I initially wanted by modifying their blur example but still don't understand a thing really . Why I have to set the "result" and "u" parameter in two different places and why this loop node output only flat number and I have to use another sequence to see actual result in the end ? Besides looks like…
Hello, I am in need of a 3d modeler or digital sculptor to create 2-3 human characters. The designs aren't very stylized, need to follow realistic proportions. Applicants need to have a U.S Taxpayer Identification Number (TIN) or an SSN number. Please either reply here with or PM me with a link to your portfolio and your…
I've noticed something odd, if I adjust vertex alpha by hand the vert count stays the same as the number of actual verts but if I use the Vertex Paint modifier to paint the vertex alpha the number is tripled. I don't like the idea of tweaking the alpha of 2,000 vertices by hand. BTW I'm getting the verts from Max's "Map…
You can hack the TAB key directly into the *.kbdx config file, using tab's virtual key code ( being "0x09" ). Together with the Max internal action provided to toggle floating windows, you are able to simulate the sub-window toggling using the tab key, like Adobe does it in Photoshop for example For Max 2013 and up: simply…
Since you hooked your map up to specular power, it's a specular power map in this case, rather than a gloss map. In UDK, specular power determines the size of the specular highlight, while specular (aka specular color) determines the color and intensity of the specular highlight. You can get a good feel for the numbers…
[ QUOTE ] In all seriousness guys, were really going to have to pull together if were going to have a shot at winning this year. It really hit me when there was only about 14 registered users on polycount last night, thats 14 in the entire world, and there is over a million registered users across the dom war 3 forums.…
This is the expected behavior. The issue stems from having a faceted low poly mesh that doesn't match the curvature of the high poly. Generally the best way to fix this is to increase the number of sides on the low poly cylinder. Some more info here: https://marmoset.co/posts/toolbag-baking-tutorial/#bestresults - scroll…