Does anyone know why I am only getting 4 splines when I try to "Create Interactive Groom Splines"? My approximate spline count is low why is that? It should be high definitely not 4.
Why would you need to wait till Quake 4 comes out it uses the Doom 3 engine unless you know of some additional aspect to the engine that is being added for Quake 4 ??
In case anyone is interested: $.modifiers[#Skin].bone_Limit = 4 -- Optional: 4 Bones per Vert MaxsubobjectLevel = 1$.modifiers[#Skin].effect = 1skinOps.SelectVertices $.modifiers[#Skin] #{1..(polyOp.getNumVerts $)}$.modifiers[#Skin].effect = 1skinOps.bakeSelectedVerts $.modifiers[#Skin]
I've got: Substance Designer 4 Substance Designer 4 - Indie Substance Designer 5 - Indie Substance Painter Indie Bitmap2Material 2 - Indie Does that mean i've got to shell out for B2M 3 to get it?
Hey guys! Looking to get a little better at modeling challenging and complex shapes? Do you frequently have trouble with tricky geometry, and need to up your game? Just bored at work and want to kill some time? Well, You're in the right place! In 'The Weekly Hard Surface Challenge' complex and challenging geometry will be…
Hello, my name is David Tse and I am the CEO and Technical Director at Subsurface Games. We are working on a zombie survival fps set in a procedural open world called Survive and are in need of a lot of art. I am planning a kickstarter for the game right now and I still need a handful of zombie models and textures before…
I made this Extinguisher for a personal environment in Unreal engine 4. Polys: 956 Tris: 1850 Modeled in 3dsMax and texture in substance painter 2.1.0 Render in Unreal engine 4. https://www.artstation.com/artwork/aO2a8 I hope you like it :)
Working some concepts up to get started i'm leaning towards no. 4 I'm liking the idea of the beauty sort of living on the beast. I'm going to block out no 4 see how it looks 3d.
@Pyzern I checked, she's pretty much 50/50 4 heads by 4 heads. Cheers for looking out though. Quickly blocked in some more of her gear. So much more to go... :/
That's not exactly correct. Post-process effects that contain some kind of blur are not resolution independent. The same kernel size will be used and because the resolution is 4 times larger, the amount of blur will appear to be 4 times less.