If this is your first time ever using these softwares (Max, UDK, ZB), I suggest you start with making a few props as opposed to a full environment or anything. Pick a pretty straightforward prop concept that you like, something from Google, or even something from real life like a household object. Start a thread with that…
http://www.informationweek.com/news/windows/operatingsystems/showArticle.jhtml?articleID=222900212 I guess they read things like this and wonder where all the sales are? http://kotaku.com/5468394/windows-7-overtakes-vista-for-hardcore-pc-users
If it were me, I'd still reach out to them out of courtesy but only to let them know I am making something based off their work. And when I finish, they obviously get a shoutout and link to their portfolio in the description.
I'm very excited to announce that the Hatchet Collection, has a sweet update with 17 new tools. This is a free update to existing customers. For a brief run down of what's been added click here: http://www.pixelfondue.com/blog/hatchetupdate
Hi folks, mb someone of you knows whether is's possible to sample normal data from neighbor UV islands and filling margins with this values not just edge color, does probably xNormal or any other baker software has such an option Thanks
Hey guys! I need help here :| Is there a way to print out an array with more than 20 items in it? For example, I run this for loop into an editable mesh: ( flist = #() sglist = #() for i = 1 to (getNumFaces $) do ( append flist (getFace $ i) append sglist (getFaceSmoothGroup $ i) )
-- flist as array sglist as array
)…
Hi guys, I sculpted my character and everything has been a relative breeze in terms of the head/body/legs arms etc - the parts that had defined geometry from the start. However I left hands as an after thought and now i'm struggling to pull them out and have a workable geometry that i can manipulate at a lower subd, the…
Im trying to write a piece of code that requires the selected faces to be scaled at their selection center. scale command requires a pivot XYZ, or else it will try to scale in the origin. I tried using xform -q -sp -ws, but that doesnt give me the pivot for select center. Well at least its not the one the scale cmd takes.…
So I created a few quads in unity and gave them an unlit shader. When I rotated them, they are heavily pixelated. Check screenshot. I tried two things to no avail: 1. Changing anti-aliasing settings to x4 gave a decent result but still not production worthy result. Theres still a lot of pixelation. 2. Tried rotating the…