I like the idea of a 3d Object per day. However locking it into a specific theme or holiday may seem challenging. ^^I like another caveman's idea of picking a type of scene that all the objects could fit into and assembling them into said scene at the end. I'll give my theme some thought while at work this evening and…
I have a drawn plan of the area and some objects with more detailed plan. Some objects was ugly, so I remake them. Entrance was one of them. This was my third plan of it. Around the area are remains of walls and dense bushes, so entrance is only way to get in. Whole area is environment what I'm creating in free time. And…
I would suggest using Driven Keys. This would allow you to create one attribute that drives the values of one or more driven objects, even when they're not "in unison". Another bonus to this approach is that you can place all of your facial controls onto separate control objects so that you minimize the amount of selecting…
when people say they hide the LP mesh for the MR bakes, what they usually mean is they are hiding the faces in the sub object level, not hiding the object itself. Go into editable poly> face selection> edit geometry> hide selection. I seem to recall having to use face selection and not element selection, or it could be…
I might be completely off the mark, but I remember someone saying once that Xnormal cannot respect smoothing groups, and you have to actually detach the meshes that are different groups. So, everything that is smoothing group 1 is a separate object, everything that is group 2 is a second separate object etc. But then still…
not a bad piece, like it. Just need some textures and try to get more work up. Keep going. i would also say that your objective is a tad long on the resume. I would take out some of the things in objective and add a skills portion and list some of that stuff in there. I would also add what programs you know.
Half-Life 2: Lost Coast - Church Remake in UE4 - Post 2! (Which I now know is referred to as "Monastery") So: Half-Life 2: Lost Coast - Monastery Remake in UE4 - Post 2! So in the last post I had basically just started to block out the monastery with some custom meshes and BSPs within UE4. I also started listing things…
Breakdown Interior Assets In this post I will give a short breakdown on how the creation of an interior Asset was done for this project. First, environment assets are split into different areas, areas that use material layering for texturing and areas that don’t. For the door below, the blue areas are shaded by using…
NetDevil is hiring Animators for a new unanounced title. From the ND website:: Essential Functions: Maintain look and feel as defined by the Studio Art Director. Animate both human and non-humanoid characters Animate mechanical objects Help define in-game character motion paths Help define character joint setup and rigs.…