Adjusting the curves of your animation gives you the ability to fine-turn your motion to suit your needs, and drastically change how the points move in 3d space to give a much more fluid and organic look instead of "computery" linear movement. See also: [ame= http://www.youtube.com/watch?v=G67wkgmC_Ck]Pop & Lock[/ame]…
There are a lot of good compact and cheap mirrorless systems out there today. Some of the Micro Four Thirds bodies are getting ridiculously cheap, you can pick up a EP-2 body for $230, EPL-1 body for $149!!! [ame="https://www.amazon.com/OLYMPUS-262855-Megapixel-Camera-camera/dp/B0037VVWBK/?tag=rumors04-20"]Amazon.com:…
remove the character. it stands out far too much and is not as well done as the other pieces. you are only as good as your weakest piece in your folio, and this is the weakest link. yes you did it for DW, and yes it was the lowpoly mmo pre-dom war comp, but it shadows the quality of the rest of your work and that is…
Bah. Creating tree it self is suprisingly easy. It's some spilnes tosed around and bended in random directions. The tricky part is to create good looking branches textures, leaf clusters and so on. This is biggest time sink to get them right. And there are few options: 1. Take camera, go to forest, cut some branches of…
Yeah more like 99% of the advantage. =P Correct, there was also a Battlefield(BF:Vietnam?) game that used OS maps exclusively for character meshes.... Just throwing that out there before someone pops in and says "oh but you can't use it for soft deformation". You can animate object space maps just as well as you can…
I've been using Modo for quite a while now, and aside from a few of what I consider minor issues I really enjoy using it to create game art. Exporters: I've gotting static objects into Unreal without any problems with the ase exporter found on this page. There is a Collada exporter currently being developed and improved.…
continued working on this, gui mockup for the next version: so for the next version I want mainly GUI changes:* split view of the source image with its slices and the texture result area. Each side has its own panning and zooming state just like multi views in max or maya. * a toolbar with icons and rollOver description…
So I stopped weighing myself when I was 205lbs. Which was the heaviest I have even been. A few years ago I switched jobs and had a few extra hours a day in the morning. So the dog and I started walking a mile in the morning, then 2 miles, then I started walking 1 and jogging 1, then jogging 2, then jogging 4. This was all…
hmm yeah post a picture of it in tech talk if you get chance. How are you smoothing stuff for UE? I used to have a few problems with it. Even if it looks alright in max, you have to set smoothing groups by hand or quickly run a smooth modifier on it t make sure groups are assigned. Also worth double checking those tick…
Seriously dude chill out...Reason it takes you a full day is because your acting like a little kid and arrogant for the most part, with the majority of posts ive seen you make...dont go around calling people morons for starters...he was just a bit impatient no reason to bite his head off Politely and calmly tell him it…