I've updated my site with some new scripts. Check 'em out and let me know what you think. The one I personally use the most is Render View. It's a lot like the Maya render buffer that saves your renders as you do them and let's you flip back and forth between them. If you turn on the "Auto" checkbox for a scene, it'll save…
Hi! Took a look at the files and at the lowpoly exported from Painter and wrote down some thoughts (some not on issue): I think big part of the issue your describing is that the difference of the curvatures between high and low of the gorget is too great - but the highpoly would be best improved as well (see below). Low…
Indeed, mostly he used his status and psychological knowledge to get up the skirts of young interns, but nonetheless. Sure, any other imgs I upload for the polycount forum will be uncensored, but you have to understand, I post these pics on various other sites that are much more... reserved. Honestly I agree: he was…
As per request, here is how I made my camera system for my game. Place a player spawn somewhere on the map. Make a Tagpoint and snap it to the terrain, at the level where the players feet would be. Place a camera and move it to where you would like to the camera angle to be. Link the camera to the tagpoint with the link…
there doesn't need to be a distinction between them, a shader graph which makes a final shader like ue4 can be used in the same fashion as substance designer. The distinction between them is the fact that substance has more nodes for texture creation and exports the results to texture maps rather then to a final shader…
Hello! Introduction: I've been wrestling with the problem outlined in the title where I have a long animated sequence of a character comprised of many parts, rigged onto a simple skeleton. For the record, I did not build or rig the model, rather I had it commissioned for the project I'm managing. At this point, I'm the…
@Brian Thanks for your thoughts! I def need to push the bone further and get away from that wood feel. I went ahead and made an update on the bone texture (not done yet) to try an make it less busy. I also added a yellow tint to the grey bladesto get more color variation in the weapon and de-saturated the fur as well as…
Need a little more info, so from what i understand the worm-cone-like character is already rigged? how is the deformation achieved? with pre-animated bone animation in the package it was modeled in? or is it some physics driven animation? In case it was pre-animated you could add a few more bones to control the bulging <-…
Might want to re-consider the name, as this one would make just about every UT fan expect that you are remaking the weapon of the same name. :) The coat can be done via UT3's internal cloth sim, it uses bones, so just bind the coat to a series of bones, set them to be cloth in the anim browser, and create a new physics…
Assuming you're talking about the atlas splatter... I had a bit of a poke around in the node and they're effectively converting the opacity to an alpha test - this appears to be done to facilitate using a flood-fill to generate information about the pattern. my gut says that you could do a much more limited version of this…