Ambershee predicts! Both. Retail is too big to cut out, downloads will initially be slimmer pickings, if they pick up they'll become more prevalent. Yes. No. You can do all this stuff in Dx9 if you want to, it's just easier in Dx11. The footage you're looking at is the PC build.
I've known a LOT of QA people and I know of 2 that made it up into developer ranks - and that was because they showed a TON of initiative in doing the hours long QA work and then also working on personal work and showing it off. It's a tough grind but it can be done. But it's not as common as you might be thinking!
depends on the style of the game (in both mechanics and visuals), in this instance id say modular assets would be the way to go, sketching the layout and what assets you think you will initially need is a good idea to breakdown the work , or even just blocking it in using the geometry tools in Unreal be useful.
I'm using the Arch + Design shader and rendering with metal ray. There is a warm light in front and a cool light in back. I separated just the ambient occlusion layer and then composite it in Photoshop to make the shapes pop a bit more. I based the initial setup from "The Dozer" tutorial on eat3d.
Just started a new project and decided to turn the initial sketch into a greeting. Happy New Year to the people who dare to check out my thread and cheers to those among them who put a comment. May the creative force be with you. More updates on this guy in a due time.
I based my initial design for the axe on this photograph: I didn't copy it exactly. but just used it as a reference. I tried adding some kind of story to the axe by adding pools of blood on the handle, which look pretty good in my opinion. What do you think?
nice work Colin! the image scrolling works fine on my end, but initial loading is a tiny bit slow ~5-7 seconds. the first image should load almost instantly or no more than 1-2 seconds. it is the first impression. may be compress your images more.
I've posted the gumroad links of all of the artists on my site ya'll. ;) Initially I just posted the ones people might be interested in. But now everyone can see what each artist are selling on their gumroad pages. And reviews from people who bought their products would be great.
Huh! So it could be that simple. I initially thought of having it set to IK but you bring up an interesting point. I think it will work. Plus, I will still be able to animate the arm as well so I can make sure it is pivoting from the same spot. Thanks!
OK, got one solution. Add the twister bone as you have done, then assign a Look At Constraint to its rotation with Keep Initial Offset checked, and pick the Biped's toes. Link it to the leg. Now when you pivot the foot, it should turn. This what you were shooting for?