it got pushed back of course. Welcome to 'next gen'. Where we've been biting off more than we can chew for several years now. I predict we'll have to get used to games being pushed back for a while now until management and publishers get more familiar with the process. Question is, will the consumer grow tired of waiting…
I get a lot of mine at local hobby shops, toys r us for some star wars ones but ebay is a good bet for some of the hard to get ones. Pretty good deals as well. But hit up a local hobby shop if you have any around you first and if they don't have them ask. They will know where to find them.
You're painting with particles, which aren't all that sophisticated, really - particles collide with your mesh and leave paint behind, and when you paint quickly you're moving the emitter faster than it can spawn particles. In my experience, the masks you get from these brushes are almost never good enough on their own. I…
Once again I have run into a bit of a wall Mel. I tried to write a script that get uv shells without having to select the uvs themselve one shell at a time. global proc string getUVShells() when running this script with few mesh selected. I get this Cannot cast data of type string[] to string. What I dont understand is…
We don't even know what the SFM can do as of now, what polycounts it can take, what the shaders are like, what the animation keys values are in terms of linear or not, etc. So comparing it to UDK is kinda pointless. Yes it is easier to use...from what we have seen from the video's...which can be hardly put on the same…
I was wondering if anyone had any luck getting usable geo out of XGen groomable splines in maya. It would be nice to be able to groom a hair style with the card preview and then export the visible geo. I tried exporting a mel script but that only generates the spline curves. Also tried using paint effects to generate geo…
it might be rear projection rather than front - you can usually get away with settings that a lot higher., if you're using the BB as a reference for the distances try setting them both to 1.0. you should get a load of projection artefacts but no misses and can work back from there
Hi everybody! After a long time of absence in this forum, this is my first WIP in years. I'm so excited to start out again and hopefully be a more active part in this community. So I hope you like this WIP. The original creator of Whaleboy is Patrick Morgan. Then Bobby Chiu made a drawing of it. So I'm recreating it in 3D.…
This is a thread for my cinematic project called Wild Life. The scene is split into 3 layers, like a three player splitscreen game. Scene start peaceful and quiet, with a vibrant atmosphere. A wolf comes through the 2nd panel and a deer is seen grazing in the 3rd panel. The wolf gets a scent and runs off. The atmosphere is…
with topology that dense i doubt you see any problem in deformations (animations) i'm not familiar with what AAA is doing with characters these days but it seems an needlessly excessive amount of geometry for games IMO. if the topology is not following the silhouette you may get some weird shading, but just test it and…