Funny to see Dromed pics posted here at polycount. The mission is looking good so far Marshall. I do think you need more lighting though that actually casts shadows and shines on stuff more, that adds alot of depth and contrast which seems to be missing in those screenies IMO. A little info for those not too familiar with…
Hey Jtho! I think its a great decision to branch out and learn some 3D. Its always good to have multiple disciplines under your belt, especially so when you crossing the bridge between 2D and 3D that many 2D artists dont take the time to learn. There are several ways to create the concave shape where the button rests.…
---Hi duxun, Your stuff looks decent, it's getting there. For the city scene I recommend adding more grime and detail to the diffuse textures. The texture work is looking decent, but right now when I look at the textures for the walls of the buildings and the ground, for example, it really seems like you can do more with…
Making damage states is a pain in the ass. The method I've used for sims and stuff is always canned: You just hide the swapped mesh with lots of smoke, debris and flames. Also the "shatter" and break mels I have found over the years ALWAYS kill the UV's, and if it doesn't kill the first UV, it kills the second UV or the UV…
Hi, I like to introduce my little script for transfer attribute in Maya it is collect all functions u need to work with normals in one window and save it if u need to quickly change something you can manage your transfer attribute meshes and apply normal, UV and vertex color to selected polys, object or objects its handy…
Ok i'm going for a super simple towel object for the purposes of learning about cloth and fur. My plan is to make the geometry cloth and then when it's running ok, i'll add fur to make it 'fluffy'. During the simulation the fur developed this messy 'griddyness' to it I also have to render each time as it's not showing up…
Im trying to create a layered shader in UDK. In Maya I have a repeatable texture brick wall as my base and a damage/dirt pass shader. My issues is that I need to assign multiple materials to one object in UDK. I have been able to create multiple material set but I can get it to work on the entire object. Lastly I need to…
So I've got a few material param tracks in Matinee. some of them control materials that are on just one or two objects, others are for materials on dozens, maybe even up to a hundred objects. Turns out that performance of the editor goes out of the window as soon as I make a track for one of these frequently used…
I followed many tutorial, I compiled the script: No error related to the animation but yet my character on the gmae is alway in T pose Here the script discribing my custom pawn Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 SkeletalMesh=SkeletalMesh'Mario'…
Usually I would brute force a problem like this by editing each object till they worked. Instead i thought it was time to improve my work flow and ask you guys what might be the best solution. Basically i want the grate to fit within the Air duck. I was thinking maybe a booleans. The grate is just made of cylinder…