Derp, just figured out that there was a "no reset on rewind" setting in a matinee. So now my next step is to get kismet to check if it is rotated to the right position. What would be the best way to go about tracking multiples of something? All pieces turn clockwise, so I'm thinking that I will need to track the amount of…
Maybe a quick run through of workflow would help: Games- 1. Knock out a quick base mesh in max/maya/xsi etc. just to get the main forms in and try to keep the polygons square and fairly uniform size. 2. Take into mudbox/zbrush/silo, sculpt in a huge amount of detail. 3. Build a low poly mesh (that will be in a game)around…
You can reuse animations between rigs in unity. Especially easy if it's humanoid, unitys built in system will retarget animations between them. https://docs.unity3d.com/Manual/ConfiguringtheAvatar.html You've correctly deduced that blend shapes making the mesh morph to being 6' 6" tall muscle guy while on a rig made for a…
Project name: Carnage ! Brief description: Carnage ! is a 2D, top down view arcade shooter in the style of Smash TV and Geometry wars. In a small squared area, the player is confronted to many different enemies and has to survive for a set amount of time before completing the level. While each level is played in the same…
I forgot to thank you at the time for adding support for zero segment uniform chamfers, Coven. It's helped a lot, so I really appreciate it! I'm trying to setup a more nondestuctive workflow for stacked chamfers and fillets of varying sizes like in this very simple, exaggerrated example: I want to vary the fillets from the…
Hey, this is looking sick!! My biggest critique so far is the depth of the ridges vary as you go along. They should be more constant. I've only done cars for animation, but I've read a few times on here that people just make high poly models of the cars and stick them in the game that way. If it's a car focused game, you…
There's one fact i dislike a lot of Artstation, and it's that too many great artists pass unnoticeable due to the huge amount of posts. Of course, you can build up your portfolio and all that, but it's pretty hard to find new talent there. I think you all understand that point. In Cghub there was exposure for great works,…
Your materials and textures are really really great! This scene has an incredible amount of potential. So the lighting is washing the scene out alot. Everything in the scene seems to have an even amount of light from the ceiling to the floor. It's ok to have some dark spots in your scene. I know you fight the urge to light…
Well I didn't mean that you shouldn't texture, what I mean is personally, If I had a weakness in sculpting, I would train it to a decent level before moving to texturing. Let's assume you were learning texturing+sculpting: If you don't have painting/drawing background (which I assume you do), then no amount of characters…
Goverment support or otherwise, the UK has one of the biggest and most developed games industries with a colossal amount of staying power and experience. Apologies, I misread - if you're in Stafford there are still plenty of studios nearby (and it's not far fetched to move two hours further south from Stafford to work near…