Clean and clear transitions. Make a fully dynamic pose and keep it in control rig. Use Unreal script to blend it. Now the jump into drop-kick has a clean and always instantly adjustable transition segment. Takes only a minute to set up but is always good results and can always be edited without stupid timeline bake…
I am making a game that is an ode to zelda, here's a gif: I am currently in the early stages, trying to settle on a workflow that will allow me to smash out maps and environments while achieving certain goals. Those goals are: * Each map 'section' is a small, discrete area that is loaded as a separate level. The player…
I'm trying to add an emissive map to my project but when I select it here: It creates emissive map, then says Delete command isn't available (CC 2015) and then when I select my emissive map it shows "create new project" dialog. When I select a gloss map it's back in my project.
We thought this would be a pretty clear little bit of netiquette, but perhaps it could be spelled out better. In the What Are You Working On (WAYWO) threads lately, we've been seeing single posts with a ton of images in them. Or posts with very large not-well compressed images. We think this is a bit selfish, and not in…
Video game world building is an
increasingly complex process - one that demands designers think big before
fashioning the fine detail that will ultimately enable the creation of truly immersive
and interactive levels. Seasoned Naughty Dog environment artist and CGMA mentor
Andres Rodriguez discusses the blocking process…
News We're in dire need of additional 2D texture artists. Anyone who is skilled with 2D textures; tillable, mesh, design, conceptual, custom, photo editing. We have too many custom props for textures than texture artists and I'm sure these guys could use a break. Information about the position is located at the bottom…
Well ... one can very well have "years of experience on treeple A" without having any experience working with others - resulting in odd workflows that would never work in production at a studio. "Hey, we need to rebake this armor set" "Sure thing - just remember to inflate the high just a tiny bit, otherwise it won't look…
It does look like it's Skin rather than CAT that's being wonky. I've not rigged anything in max for a couple of years but I too have seen skin create silly sized envelope bone thingies on several occasions. iirc you can edit them manually and copy/mirror them in the same way you can vertex weights
Hi,I have 1 car model. The vertexes of my car model are separate from each other. In Editable Poly, when I select all vertexes in vertex mode and weld them, it merges the vertexes together meaninglessly. I have the same problem even if my Weld setting is 0.02. How can I solve this problem? Thanks
The short answer is no, it is not possible to have only some of the mesh data loaded into VRAM. To be able to bake quickly, all of the geometry needs to be easily accessed from VRAM. That's what makes Toolbag's baker so fast. Another thing you could try is going to Edit -> Preferences -> GPU -> and changing Ray Tracing…