I uploaded the source files of how to sample MagicaVoxel assets as volume textures in Unreal. The included shader is very basic and only intended to show the texture sampler setup, and does not do full shading, and the tracer is basic too. Use the texture sampler function in your custom ray marcher. Inside MagicaVoxel,…
If you want to go with a branded workstation then the HP Z series should be a safe bet. I guess you are aware that this series has been around for a few years now so you are not exactly buying bleeding edge tech. Also workstations usually contain a good deal of custom parts which would make replacements expensive or…
Okay so here are my results of the sculpting part. Finally got some kind of a decent result although, in the later stages the mesh wanted to start tearing on the in/outside edges*shrug*. Apart from that, after adding much more geo and ticking off smooth uv's, the painting seemed to work much better but not perfect. When I…
Hey man. So I was actually liking the second one. I get that you want it to pop but you should find other ways than making the guy look so colorful. The last version has way too much colors. Perhaps you can keep the purple, but then tone the rest down, putting some grey, black, dark colors on the rest and see how that…
Looks fine to me. Maybe you are expecting Y to be up and Z to be forward? In this case, it doesn't matter as you are just needing to move the vertices around. You can press D to toggle pivot editing, and then you can transform the pivot however you like. If you are using Maya 2018, you can align the pivot to any component…
I really think you should take a look at your layout, if you make changes now you will be saving time later on. I've put a bunch of things together I think you should take a look in your layout, - The map generally leads to this central chamber, but this area has little ambition add balcony's, height differences and really…
I had some technical stoppers with the rigging, so I am going to have to redo it. Some things I learnt though: * Model the limbs straight and fully extended for rigging purposes (IK). * UE4 uses z-up. * The body rig is more complex then the face/head, so make sure the joint hierarchy for the body is complete before working…
Welcome to the hell of no ctrl Z, and no symmetry ;) There are a ton of books on sculpting and what not, but something I've noticed is guys who use sculpey bake in increments so they can work with sculpey firm and get more detailed details. I didn't know about this until recently, so all my sculpey work is juts a mix of…
looks good - it misses a bit of finer detail i think - like smaller dents, cracks and hollows - also - i'd put in a bit more of angular, sharper lines - now it looks like pile of round rocks instead of 'rock' - which of course looks good in it's own right :) edit: re your different texel density - your approach of cutting…
nah importing and reexporting I guess woudl breack the vertex order again ... How about the new function of the conform tools in 3dsmax 2012? I have max 2011 tough .... my problem is that the seams in the junction , need to be perfect matched , meaning that the vertices need to be in the exact same position of the…