Hello. So I am new to this. Am working on a project in unity while make 3d characters in maya. As far as I could google the proper way to export an animated character is to separately send skeleton, animations and meshes. Hence it all must be separate in hierarchy. How to properly attach a group with weapons to an animated…
As a character artist, and having my first real job right out of college... This is a PC demo for the game I've been working on for the last year. I've got 2 of my thug characters running around in the demo. The Fat ones and the guys in track / jogging style outfits. Both have at least 3 different skin varients.…
ok, i will try to get a hold of 2.0 trial. however, i did buy the Mari DVD that Justin Holt did recently which uses 2.0. but afaik Mari doesnt have Layer styles support. not adjustment layer, but layer fx. i use layer styles extensively to create a wide variety of effects and have bunch of custom styles that i built over…
Iron I did that, and even in the XP CD install it says 130gb.. When I had Vista installed it said 50% of my 300gb hard-drive was already used (which is 150gb, close to 130gb...)
Ah, cool to see the references :+1: The wall-tiles in this station are indeed larger than I had thought. Could extract somewhat accurate measurements by comparing against standardized building blocks like doors (perhaps you already did): I think if the tiling on the floor was a bit more visible, it would help break up…
I posted this in another forum, and thought I'd share: HL:Source does not use the hidef models from Blue Shift, because Valve didn't make that game. Gearbox did. And it's not like you could just install the hidef pack yourself. The models have gone through a number of changes. They'd have to be set up with ragdoll…