take a plane with lots of divisions and use max cloth for the simulation, or reactor, whatever your more comfortable with. then once the animation is done i would model the net and use skin wrap to bind it to the cloth simulation. kind of like this... http://download.autodesk.com/media/MNE/qt/skinwrap_300k.mov
Mtg_kirin, I ended up dropping the size of the larger ones on the hillside by 25% and bringing up the ones on the tower by 200%. If anyone needs the scale faces on local I'll wrap it up in a nice gui and post it. Somewhere along the way Transform Component lost ALL of it's functionality.
I'm running seven and am using the latest drivers (released yesterday) and still nothing. I'm looking into Horizontal Span right now and seeing how I can get the best results (primary monitor is in the middle, and secondary is on the left) and get it wrapping from right to left.
I can't remember which game for sure, but there was recently an image shared from God of War or Horizon Zero Dawn where the characters forearm is essentially just scaled inwards to avoid clipping with forearm wraps. Probably varies a lot depending on the game, it might not be worth it in modern games to create and manage a…
Pretty spot on, in my opinion! How well does the tarmac tile on a larger surface? Do you notice the repeat cracks? And the flat picture of the tiles tiling is giving off an optical illusion vibe, so I can't quite wrap my head around how well it's working, but the textures look really great!
In the words of the immortal poet Malekyth... "Arghlblarghfuck" .... I know it has something to do with my pivot point, or reset x-form, but why are my path deform objects never over the spline (even when I click 'move to path')? Maybe I just can't wrap my head around the correct pivot point layout?
I keep hearing malarky on tangent space, world space, (outer space) normal maps but I've not quite wrapped my head around their specifics. Does anyone have some insight in to this malarky? Or some literature on the net somewhere that I could read? I'm wondering about their definitions and pros/cons for each method. Thanks!…
Working on a hammer and feedback would be great. The fabric handle-wrap is what I am least happy with at the moment. Might as well ask while I am here, but having used hard surface modelling for the hammer head part in Max, the topology seemed problematic to the sculpting. Am I doing this wrong or is this just one of those…
I’m working on a FPS game where I need to spawn decal on the wall behind an enemy I shot after the bullet went through the enemy, the problem is, when the decal get passed some worldstatic objects, it projects long stretched lines on them along the way it goes. I wonder is there a way to make the decal “wrap” around the…
https://www.youtube.com/watch?v=y1mwk1CxrcU Hey guys, I share free game art tools to the community I find useful. This week, I found an awesome resource you can use to help you wrap your hear around Overwatch's art style. Its a free download, so feel free to check it out for yourself.