About Me I’m a 3D Environment and Prop Artist with extensive experience in modeling and texturing, specializing in creating high-quality, game-ready assets. My work focuses on delivering detailed and optimized environments and props that enhance the visual experience in games. Key Skills * 3D Modeling & Texturing:…
I have the following code (from the UDN Mouse Interface tutorial): MouseInterfacePlayerController.ucclass MouseInterfacePlayerController extends PlayerController;// Null this functionfunction UpdateRotation(float DeltaTime);{ local MouseInterfacePlayerInput MouseInterfacePlayerInput; local IntPoint MousePosition; // Cast…
Lovely design and pretty cool mocap experiment. This is coming along great! It's the irises/pupils proportions. She's not looking too far up yet there's a lot of exposed sclera under the irises. The irises themselves look small because a lot of the eyeball is also exposed to the sides and she's got strong, wide features.…
@FrankPolygon Thank you so much for more in detail breakdown, I agree car roll cages and bike assembly (tubes) do fall into shape on left. Smooth welding options too Well not making anything for manufacturing its just my head is stuck in recalling the term I found when modelling this mech shown in pic, the red circle area…
The repetitive text was mainly the bits about radiosity and baking on the low poly page and the descriptions of each piece being made with 3d max, photoshop, blabla. I think the CV is sufficient enough to explain the programs you use and you don't need to say it for each piece. I could be wrong on that though, just my…
Done :) here is the script:function smoothByUVShells=( clearListener(); if (getCommandPanelTaskMode() != #modify)then(--make sure we are in the modify panel section setCommandPanelTaskMode #modify; ) if (selection.count == 1)then(--at least an object selected local obj = selection[1]; local uv =…
I'm quite impressed we can run stuff like this in a browser these days! I really like the composition of this environment; there are good focal points and it doesn't feel cluttered. I feel like the colours are maybe lacking some focus. We have yellow floors, blue mist, green trees and red painted wood. I feel like pushing…
This stuck with me. After some further, more detailed, reading and researching, you can totally create the van der Corput sequence that Hammersly and Halton based extended from in UDK. You'll need DX11 mode on to have it work, as that supports Shader Model 4 and therefore the bitwise operators that make the sequence fairly…
Giving this a quick look! About the knee. The Left foot doesnt feel planted/weighted. So the Knee feels very floaty because its not being properly driven by the foot it should be driven by. Keeping it extended, and only hovering slightly off the ground might help out with that. Secondly, the Right Knee is worried way too…
Here are some more preview images. These are inspired by trying to make something that would help the two tone scenes Astrapho(User on another forum) has been painting. This is also a great example of the new fake HDR system I'm using for the preview images. I managed to work out how to use multiple images, to extend the…