The dock that goes above the UVW window never shows up [Pixel Unit Transform Floater], it used to but when i made the uvw window bigger is disappears, i can make the window smaller and it will come back but i have a dual monitor setup so i put 3ds on the right screen with the uvw window on the left. could you add a button…
For the bone, the way I did it(sucessfully) was to copy the armature of an already existing armature for the character and delete everything you don't need (model and extra bones). You would need the weapon and root bone. Then you connect to weapon bone to your mesh. The way I exported it (I used blender) I had X-axis…
Looking sweet! I really the shape of the car, cool curves. I think you could push them even further though. Really get the tail end of the car up and I think it would look cool if you sized down the front tires a bit. These changes would make your car a bit less symmetrical and give it some more character. Also I can't…
When you can't find crits on it anymore, it's super useful to give it a day or 2 aswell to bring fresh eyes to it. I remember when I was at uni I got ripped a new one by a professional graphic designer, so bad in fact people told him off for being over critical just because I went down an illustrative root to a poster…
@Eric: I'm trying to Physique a character to those biped bones. Normally, when you physique a character, you pick the root node and initialize it. Then the biped bones turn into yellow lines. You select vertexes on the 3d character model and assign them to each "link," or yellow line, which represents a bone. I'm not…
Unreal Engine has it's own vehicle setup, there are a lot of people who really nail the physics in their vehicles and definetely you will have to work with the physics asset, which is very important. As far as the setup goes, you need to position the joints for each tire and the root in the origin. It is not necessary to…
1) There are several vertical lines through the comp and I'm wondering about (adjusting) the size contrast. The waterfalls are similar in size to the trees, but if I made them wider they might overpower and kill the negative space of the wall. 2) I need to seriously get the trees down and rooted. 3) The ground needs to be…
Car parts are great at blocking bullets in robo recall: The content looks great in UE4's forward renderer under direct lighting. However, in shadow where the lighting is flat (say under a car) the lack of any ambient occlusion (and especially specular occlusion) is really noticeable. There are a lot of glowy looking edge…
Yep indeed, i have an issue with instanciated bitmaps. I don't think i can do much. It's an issue only with multi mat, else medit.GetTopMtlSlot get me the material. So i'll just put a warning to select bitmap direct parent when root mat is a multi. Yeah i recurse the submaterials and rename them all at multi level. But…
The cast has nothing to do with the action... I for one think it looks great as a popcorn flick. They certainly took a turn away from the drama of the original tv series and the original movies. Im not necessarily opposed that. I do think it looks like great fun. This is what the star trek movies are all about now. That's…