@0xffff @pior So I spent about an hour to find an answer ifI can create a custom panel - no functionality - just a panel for cc2015. Short answer: Well I guess there is no short answer. As I dug deeper in the adobe forums, this .gif became more and more relevant: - Bottom line is cc2015 dropped flash panels in favor for…
Cages method >>>> constant uniform ray distances, yep. Just remeber this when you set it... the cages MUST cover completely the highpoly model... and if you get some ray fail errors just extrude it a bit more the cage and the mesh ( I use an "epsilon" value to avoid floating point numbers artifacts... usually 1E-5 or…
[ QUOTE ] All of these helper boxes on the Valve's rig are driven by expressions, something I don't think you can do with cs's Biped. [/ QUOTE ] I don't want to start any kind of 3D app war here, but people often overlook the fact the Max has a full skeletal system that's completely independant of Character Studio. You…
I've had lots of issues with doctors as well. My father has been in the hospital a number of times and I've learned to be really skeptical about everything they say, and saved myself or family members from a number of costly mistakes. My general advice is this: Never take what the doctor says with full faith. Think about…
Ah, I culled that page to narrow down my portfolio a bit. Here are the relevant bits I think... Terrain was made of canyons underwater, so I created a set of U-cross-sectioned canyon pieces that all tiled with one another. I tiled the textures on each piece in whole numbers along the length of each piece, so the canyons…
Here's a quick way to to it procedurally in Max using pflow, it might work for you (if you're using max :P) : Build a couple tiny pebble models of various sizes. Convert to editable poly and combine them into a single object using attach. You can unwrap and texture them if you want, it may help for baking later. Throw down…
I've usually been bagging on this game for such a long time. Most of it was because some systems were still hold overs from DAOC that were probably being used until the new ones came online. However, in the last few months I've been able to see many cool things come into the game that really changed how I felt about it. *…
The TrailerFarm, we are a full-service production house and creative agency, focussing on making seriously good game trailers like these; https://thetrailerfarm.com/ We are looking for an artist to work inside Unreal Engine to create cinematic shots according to the shot list The title is an upcoming AAA multiplayer battle…
We're looking for an experienced weapons animator who could work on a contract basis to create stunning motion-blurred-next-next-next gen 1st-person weapons animations for our AAA FPS, Darkest of Days. If you need that ego boost of seeing your work in a AAA shooter for PC and Xbox 360, or you just love animating weapons to…
Our team is looking for artists to assist in the development of a third person, open-world science fiction game. As of now, we are already a few months into the developmental process and are hoping to add more team members to help refine our ideas. Currently we have a team of 10 members: three programmers, three artists, a…