So let me get this straight-- On trigger3 touched you: -Freeze player input -Unhide a replacement skeletal mesh for the player and a "fox" mesh -play the cinematic on completion of the cinematic you: -REhide the skeletal meshes -reneable input -teleport player Well, one thing that I'd do for better logic flow is order the…
Is that ben mathis? Well first of all assign a skin modifier to it and test it out, even with the crappy job skin always does automatically you can easily get an idea of what does and doesn't work at this point. I personally wouldn't go for an all joint (bone) rig unless it was absolutely necessary. I do use bones…
Hey there! I'm the
managing director of the well established free Source mod, GoldenEye:
Source. It's a first
person shooter based on the hit game GoldenEye 007. We've been going
strong since our initial release in 2005, but have somewhat dropped
off the radar recently due to a few years of development hiatus. However, the…
For some reason the nose strikes me as a little off. It seems like the top part of the head/nose is too high, too rounded. But it's nothin too major. Looks pretty good! Well done!
Oxy: Ignore the Bip_ prefixed bone nodes. they aren't used by the models in game, just the b_ skeleton set is the bind skel. I believe the BIP_ nodes are a control structure for the b_ bind skeleton.
Hi polycounters. I am back. @Poinball , @Envie Thanks. So here's what I have done for now. I start to build the scene and put there all I have done in lowpoly. There is no textures except floor, but I dont like floor textures too, so I will change them. Also, I still can't decide, what helmet to choose. Number 1 is the…
Just a note on the WETA scanning stuff, in some of the LoTR production docs they talk about scanning the sculpted maquette's to get a start on the CG versions. I don't know how much they've transferred over to straight cg/zbrush concepting but I imagine they still use this method as well. AS for working with scan data,…
I've found the batch bake mental ray occlusion setting extremely buggy. Here is how I do it in maya successfully. 1. Create lambert shader set colour to white. 2. Create mib_amb_occlude node from mental ray nodes 3. Plug mib_amb_occlude node into ambient colour of lambert. 4. Mental ray batch bake light and colour. 5. Also…
I think the bracer is done, might rework the texture a bit, but decided to continue the bone theme and see if i can get a set done. Im happy with the belt, but not sure where to go with the shoulder/back and head, still WIP.
Actually that's done because it's usually infiltrated by metastases. In breast cancer I know it is sometimes done with the axillary lymph nodes as a prophylactic measure because, well local edema is better than cancer if someone missed something on the biopsy examinations.