Hey everyone, thanks for the feedback on this piece — the anatomy critique on the foot was correct, so I went back and fixed it. I've updated the image in the original post with the corrected version. Quick note on my workflow, since it came up in the comments: I work with AI generation as a starting point and do extensive…
Hey guys, I'm currently in the process of making a showerhead. The showerhead is stainless steel and is highly reflective which has given me some problem regarding the holes where the water sprays out. Those shouldn't look reflective and should be made in normals to look like holes. Is there a method to keep the holes none…
We are developing a PC game and are looking for a programmer who can help move the project forward. There is already an experienced programmer on the team who has done a significant amount of work, but he now needs an assistant — someone who can take responsibility for parts of the system and help bring the project to a…
If you switch the node mode to Manual, you'll have a unique non tiling texture, you acan then use the make it tile node to make a non square and unique seamless texture.
I made a model of a tree in maya, none of the branches are connected to the trunk of the tree via vertex, they are simply moved into place. I have combined all the meshes using the maya combine tool and exported to udk. When I apply my material it comes out half textured. Will I have to attach every limb of the tree via…
yeah use rivits to do this, have done it many times for cloth sims. make a cloth sim setup attach rivits to the surface. once you set up your rivits, parent bones to them, then skin your low rez mesh to those bones. [ame] http://www.youtube.com/watch?v=gLak2NIwKqM[/ame]
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
Here's the script for adding multiple bones to multiple meshes: <font class="small">Code:</font><hr /><pre> //global proc CRaddMultiInfluence() { string $sel[]=`ls -sl`; string $objects[]; string $bones[]; for ($node in $sel) { if (`nodeType $node`=="joint") $bones[`size($bones)`]=$node; if (`nodeType…