Getting your TF2 hat in game as a Physics prop Many of you in the TF2 contribute thread have been having trouble getting your hat in game to view so I've decided to make a short tutorial on how to get your hats in game. This tutorial won't cover how to get your hat in game for other players to wear but it will get your hat…
So how would one go about setting up hitzones on a target (like a bullseye for example) in UDK where you would designate a score based on exactly where you shot? I'm a newbie with UDK, but in other engines I've done this with setting up hit geometry, a seperate layer for each 'zone' of the target, and then a seperate…
My stories a long one haha, goes through getting in anyways possible without any connections, to leaving a good job and changing up to be a character artist, which was a mission in of itself. The Beginning Basically I worked hard through uni doing illustration and graphic design, had no idea what I wanted to do until my…
Working on front and back views! Really happy with progression. Excited to see how everything turns out! (The shoes and hands are backwards, I know haha. Still working on those pieces.)
Thanks for the comments uk_resistant: i just noticed that after posting, but when i looked at tiled, it didnt look so bad. It looks like the slanted tile is jammed into the other one and squished a little bit. heres an example: Pior: i may add more complimentary colors in other textures (maybe have a few rooms that are…
THREAD SHOULD BE CALLED: [Chivalry] – Halberd – Head Monger Halberd _____________________________________________________________________ Hi everyone! I have been watching the forums for a while and have finally decided to post, below are some concepts I came up with for the halberd. I think I stuck pretty close to the…
Hi everyone, I'm starting a new project. I want to deviate from my usual themes and start something different, something more 'fantastical', something that will allow a change in style. Before I get started however, I need your help to decide on a concept. I have found several I like and I want to make all of them almost…
Hi guys, Meybe some more experienced artist could shed some light on those questions of mesh export: 1. What are tangents and binormals option? 2. What is split per vertex normals? 3. What is preserve edge orientation? Thank you!