Horizon zero dawn doesn't use speedtree. I went to that GDC talk. The trees in Horzion Zero Dawn use the crytek tree technique from crysis - so they're not making their trees in speedtree - they're doing it in another program. I think it's 3dsmax? Horizon Zero Dawn also uses a custom engine (not unreal). This is the Crysis…
It's a good idea to freeze transforms on anything you plan on moving around on a character so it's easy to get back to a default pose. Of course if you have moved things before freezing the transforms, you won't be able to get back. Another option is to use the skin pose functions. You can find them here, but basically you…
If you are using the Biped character rig, then yes. There is an easy way to link both hands to one weapon Select the hand(that you'd like to attach to the weapon) on the biped. Then goto the> Motion panel> Key Info rollout Under IK -> click the white arrow and select the object you want the hand to follow. Then, Set either…
Yup, makes total sense. I was naively expecting that all would be good in the world if if all exporters and importers respected tangents and binormals ... but the following totally justifies the use of a custom calculation:…
I did some new tests with the help of some friends today. (Tested with UDK November 2012, same behaviors observed with UDK February 2013) Settings used when importing my tets mesh : -"Explicit Normals" enabled -"Import tangents" disabled List of FBX files exported from : -Maya 2011 [FBX 2011.3 / FBX 7.1.0] -> Not working…
Adopting to 4.13 and mesh decals instead of projected 2nd uv channel decals comes with a lot of restrictions unfortunately. One of them is that in cases where you use Color (Albedo) in the decal shader, you override the metalness value of the underlying material. it's also not possible to do metallic decals since metalness…
Digital Tutors is perfect if you have absolutely no experience with certain pieces of software. IIRC Digital Tutors has an insane arsenal of tutorials for Photoshop and 3DSMax. Gnomon is also quite a bit more pricey than other tutorial sites, but I've heard the quality of the tutorials are outstanding. However, I've heard…
Thank you for taking the time to reply! For the anatomy, looking at it now i can see i need to do a lot more to it. The top of the quads are extremely block like. I did try to take care with the muscles during the base mesh, but ended up not defining them enough during the sculpt. I'm also no longer a fan of the original…
You will probably want to read up on the layer manager in the maxscript help files. http://docs.autodesk.com/3DSMAX/16/ENU/MAXScript-Help/index.html?url=files/GUID-78B79975-7BA5-4A03-8FEF-27E78D14B575.htm,topicNumber=d30e259872 You will need to define the layer probably with "getLayerFromName" and then use ".addnode" to…
when i had to switch to maya i had the same problem. only the NEX plugin came close to the tools i loved from 3dsmax. on the other hand, maya has all the tools you need and much more. if you stick working with the dropdown menus or shelves, you will never get a decent workflow. i just can advise you like bugo, learn using…