With three mile island the placement of the reactors are based off of the structure and stability of the island itself. As for transportation, you are correct, I'm working on adjustments for that (most notably the cooling tanks obstructing the semi-truck garages) along with making note to make plenty of transport stations…
Up next is applying proper skin weights to your bind. To help us out with this process, Reallusion has provided animated FBX files to help check if the skin weighting is correct. In the provided body templates folder, these are the FBX files marked with _calibration. Now here's where it can get a little tricky. I've never…
to import a skeletal mesh you need the bones and the mesh. They need to not be within any parent hierarchy and I think but am not 100% sure that the root bone has to be named "root". If the bones are within a group what I expect you would see would be the bones listed as mesh items in the skeleton viewer in unreal. I don't…
People and attitudes like this are why I feel I sometimes don't mesh with certain types of game artist. People who have a problem with symbolism are the kind i would except to bring a dragon to an art show. Granted I don't have the resume to crit anyone for trying to make "cool stuff", but if you're gonna dismiss symbolism…
Depends on what you're doing but loosely following mental flow charts is a good way to troubleshoot. If I'm doing something and it's not working, I'll usually pull up the documentation page to ensure what I should expect. If it's not working, I might then try it on a simple model, if it works, I need to extrapolate the…
Here is another solution(video) by Steven Roselle's Maya blog @ the area: http://area.autodesk.com/blogs/stevenr/symmetrical_modeling_tips_and_tricks The last time I met Steve in Baltimore, he actually gave me the idea. ( His desire to one day see all of Maya's tools reflectable ). So I am hopeful Autodesk will implement…
This came up a while ago when someone went on and on about maya's relax being better than the relax in max. It was a pretty long debate and sadly search doesn't seem able to find it. The conclusion was that they where identical and probably robbed the same code base to build their relax tools. They where identical as long…
well there are 2 ways of going about displacement. you can use a bump offset and plug in either the r g or b channel to your height in the bumpoffset (not the RGB, has to be only 1), and that works............................................or for dx11 here's a pic of what i did to use tessellation and subsurface…
Hi guys, Shader just needs some small tweaks and all works perfectly. I hopee this is ok Xoliul: setup basis like this if(!bUseObjectNormals && bUseNormalMap) //tangentspace normalmap { //normal = (In.worldNormal * normal.z) + (normal.x * In.worldBinormal + normal.y * -In.worldTangent); //transform every vertex normal…
ehh.. this is a strange thread.. artists from the west borrowed from the east as documented in whats called Orientalism. But in Return the East looked to the West to contemporize traditional art. I have a book that talks about the japanese transformation of art from traditional to the contemporary.…