on perna's post +1 i think the problem is the new artists aren't quite artists yet, part of being a artist in ANY medium is being a problem solver, which a lot of new people following other peoples workflows and guidlines to the letter aren't doing.
Very nice pallet ! nice texturing ! but... the nails should have a nice metal read to it, sliver in colour. and a nice shiny spec :) . right now it blends into the wood too much. Also try to add broken/damage wood at the end of the broken parts of the pallet.
obviously lex had a tiny sliver of crystal left, and he wrapped it with some sand and a bit of coconut and threw it in the ocean why didnt he just get a lil gold, wrap around the crystals and grow him some gold in some private hiddel lakes.
I am pretty sure we have to use 3ds Max to do the animations not maya. Also what do you mean by adding additional joints with an IK solver. I have just been taught Biped and skinning and that's about it so any extra information would be greatly appreciated
Hmm... Sounds like it's reading in the solvers in the wrong order. Try going into the AutoDopNetwork and click the Merge node. Click the little black arrow next to RigidBodySolver1. I recorded a gif of it here: https://media.giphy.com/media/3oKIP5LZTgco7JYyuA/source.gif If that doesn't help, upload the file and I can…
I think you've captured the concept brilliantly but I think that face edge was meant to look more like I've show below, it just got lost behind the mustache. I say this, because in the concept there is a tiny sliver of highlight between the cheekbone/smile line and the mustache, but I'm just nitpicking.
Check out the work from CGMA student, Pedro C. Prieto, who was just recently published on 80.LV. He shows us how he worked on this amazing UE4-environment inspired by Helder Pinto‘s Arbor Vitae in Clinton Crumpler's UE4 Modular Environments course. Intro Hello, my name is Pedro C. Prieto and I am an extremely passionate…
Thanks man, that's absolutely ace advice. I've been thinking about forums the wrong way, evidenced by my fish metaphor - I need to encourage participation by being a problem solver. As for the 'where' to post question, I'm sure those problems sort themselves out. /thread
Well, of course it does - we've had real time lighting solutions since the original Unreal Engine ;) . The key differences this time are that the renderer is deferred, meaning moving light sources are pretty cheap, but it now lacks a dynamic global illumination solver and would have to use something like lightmass to bake…
"Then make sure that both of the arms are IK linked to the gun. The gun will jump around and move the arms with it. Much easier." how do you do this? I tried the HI solver and the other IK stuff but that dotted line won't appear. also, I tried to link the forearm to other objects but it wouldn't work.