11.25.. When I made arenas that was the magic number. When I made arenas with odd corners, I would make North and West ends first, and they would extend a bit beyond where I need to cut at the corner. In this case the radius of both North and West look the same. I would make North first, then dupe and put that at West.…
BTW, for anyone who's interested in this, I figured it out! In UDK there is support for Scripted Textures (textures created at runtime by UnrealScript (documentation HERE) So basically, I run the UScript in the volume to populate the SVO, pass the array to the cone-tracer via DLLBind and receive a bitstream array in return…
For short films or series I think engines or machinima style of filmmaking is great, like for episodic series where heavy re-use of background or sets is not a big deal (e.g. Big Bang Theory). For non-interactive feature length film I think it's still cost effective and more efficient to do it with the usual cg tools…
Sorry for the late reply been busy with studying up and totally forgot about thread thank you guys for the information. I got layers to work as far as not crashing my system. @Vig Tried using the the optimize method and it works great thanks for the info going to go read the thread you posted now. @Ryno I was talking about…
Of course. So far if you loose wing sections, that part of the wing will no longer contribute to your lift, so that side will generally drop. Engine damage can also make your engine fuck up and either have to glide to an emergency landing[1] or crash Eventually (this is a part we are implementing right now), when the wings…
Thanks Darkleopard. I'm trying out a much more saturated look in this paintover I'm doing. Here's a shot of my scene as is, I've implemented a few cliff rock that I posted earlier, and I played around with adding some more foliage in the foreground. I also made a sculpted a new terrain path on the right. I'm not too happy…
I was planning on doing some animations for Leona, but instead I decided it might be more interesting to come up with my own character. I didn't stray too far from my original idea and went with my vision of what Leona's younger sister, "Ariel", might be like. Background: Ariel is similar to her older sister, Leona, in…
So with a synced baking workflow, you wouldn't really need to split the normals where the metal rims are. Here's how I would most likely go about placing my UV seams/hard edges (split normals). Personally I would also give the rims a slight angle to help with the normal map bake. Adding more geo shouldn't be necessary,…
I would start with these tutorials to understand the differences between the various inputs (pbr does not necessarily require metalness or roughness maps, this varies depending on target engine): http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Now, to load a metalness map…
Hey 3DShaq, :) I took a look at your ArtStation portflio, and there's some great work on show, however; I'm not sure you're targeting your goals particularly well with the work you're showing! For example, you mention in your post that you'd be interested in breaking into the Games industry, but nothing here is game-ready…