One last thing... Since there highpoly included, can i render out curvature since it's not included? Can't see myself texturing such an object without it you see.
Updated again, adding in ambient occlusion texture support. There isn't an example of ambient occlusion included. was testing with a model included as an example in xnormal. Once again the links are: Full Update including examples Just the Executable Edit: If anyone would like to include examples, feel free to email me at…
Ultimate Pipe Set is the most complete, modular pipe collection currently on the Unity asset store and has been carefully crafted to be as flexible and easy to use as possible for level designers and artists alike. Asset Store Link: Ultimate Pipe Set Feature Overview: * 27 PBR (Metallic workflow) materials/skin variations…
mail them copies from kinkos and include some cookies. Also, if your mom is hot, include some racy photos of her!! or, just do the online portfolio thing.
UE4.11 has a lot of cool new features including new shaders (which include neat cloth and hair shaders). It's still just available in preview builds but worth looking into.
Hello everyone! I had a busy week on the 12th such that all I was able to really do was take my blockout and make some HP bases to import into ZbrushCore for sculpting for last week. As for the actual sculpting I decided not to include the fireworks or the rug since I don't think that they need it and only included two of…
It's interesting for sure. I think for that price, they should have included some of the controls. In fact, I think they should include the gamesticks and keyboard mount to justify that price. You can get equivalently powered tablets from other vendors cheaper than this, so I don't see how they justify the price with the…
I have noticed that Maya have a tendency to sometimes not include the selected joints on bind and they have to be added again. If the joint is not properly included, the copy weights will land on the next one. So double check that all joints are included first. I even wrote my own script for binding meshes to get past that…