Wow dude.. keep cool :) I checked your first file you posted and as I thought there is some fundamental misunderstanding going on. - First (as you should know now) you have to use the Armature modifier on the model - Then your vertex groups are not named correctly. For example they need to be named 'DEF-upper_arm.L.001'…
@metalliandy I think you are getting a bit confused. last time Panda was in London we all met at a 'gamers bar' in Dalston. there was about 10 of us. you are talking about that Parcelyard place at Kings Cross, which was after that 3d game dev conference thing, so that day always pulls in an abnormally large crowd of…
Agreed. dDo has always felt like a hackjob macro running on top of photoshop. I feel there's a lot of potential, the smart materials, mask presets, and overall speed and quality of the results are great. They should have waited to rebrand it all as Quixel SUITE until they had a standalone. At this point I just want to use…
Hey @fhurtubise! Cheers bud! I definitely had been looking at it too long the first time, and was trying to make HDRI work instead of a physically accurate area light with proper bounce on a scientific kelvin scale. All static too now, no movable lights! Yay! Yeah the floorboards were def a point of contention for me, I…
Thanks for the reply. I will retopo the character after in topogun, but the lines of zremesher is a good hint to help sculpt the guy with the right flow. The eyes are separate and I already adjusted a bit (they were too big). Basically I duplicated the subtool of the face, zremeshed it to 1000 polys, added more levels…
Check out www.industrybroadcast.com for audio articles on scrum/agile, there's a lot there to brush up on. Game dev is too chaotic for Waterfall to work, it's a recipe for disaster. I also think that game dev can be too unpredictable and fragmented at times for Agile/Scrum to work. In my experience you take what works for…
Mark - Yeah, that's what I'm using atm. I agree, really user friendly and so quick. But my problem is with the limitations in customisation... Thanks for the shout. Del - Good to hear. I'm definitely gonna look into it. So did you use the same approach as Mesh Modeler? Create all you content in PS and then sort it all out…
Anthony pretty much nailed the critique on the head.. You already know about the clothing and how it looks when his arm bends.. The end scene, his whole body is too stiff and nothing is really going on.. At that point, the scenery behind him is becoming the main focus and he's just there. It's def. a lot to look at during…
its a nice collection..but not game changing...he's pretty much collected a bunch of locomotion methods that are freely available in Suites like VRTK and all over the VR Dev community.. The main reason most VR app default to teleportation for locomotion is because it is the only sure fire way not to make someone sick..You…
Wow, a year already. He was based in Austin for awhile and would come to my Austin Game Dev Beer Nights, and we'd talk sometimes. I fanboyed out HARD when I found out who he was. :) After he passed, I put together a memorial Beer Night with the local dev community, and got dozens of people that had worked with him over his…