Hi all. I am new, and impatient. I love this forum so far because of all the talent - we're all alike here and it feels great to be among other creators :) I have started this journey first with 3DS Max, simply because that was in my mind, sort of the "Grand Kai" of 3D, the one I remember hearing about first anyway. I…
Hi! Just trying to make a moveable Flag for UDK (Cloth) I need 2 Bones. On the Picture u can see how i want to bind them. But when i select a series of Vertices, shift Select the Bone and go to Skin -> Bind Skin -> Smooth Bind, he binds the complete Plane, and not just the selected vertices :( Whats the problem? Greetz…
Indeed. there are still good episodes near the end, like Tikka to ride . And I did find some of the nanobots episodes amusing. But there are a few stinkers. I'd just watch them all, you'll know if the storyline is any good about 10 minutes in.
whoa thanx for the nice words, there are alot of tuts here on polycount, guess your new here but u should look around here and u will find excellent tips and tricks (check earthquake's thead) My way of doing the baking will take more time and alot more work If u still wanna go my way, after im done with the M4 im gonna do…
Project Title: Alchemist Description: Alchemist is envisioned as a single/local co op third person RPG experience, with some special genre-blending, open world experience and an excellent story, spanning what we hope will be six games or more. We have a few different avenues we'd like to pursue for funding, including UDG,…
Just quickly, and I'm not sure if I'm very good at explaining this: The "after" variant looks already a bit better, but still has the same underlying problem that's also visible in the latest exercise. It's a good idea to blur the source, but especially with your blue lines, you almost seem to follow a kind of "2D" edge…
You either wanted to say "find" which is incorrect and you should have typed "look for" in that case, or wanted to say "finger", in wich case... well... congrats, I guess.
I recently came across a presentation slide regarding Guerrilla Games' character texturing pipeline (specifically the improvements made for Horizon Forbidden West). I would be interested in finding out how they extract the average-skin tone leaving only the skin variation, and if they use any other maps, such as hemoglobin…
edit: ok fine i cut the joke. :P Personally i'm not interested in this kind of stuff, however good luck finding people. I do think a tiny bit more information initially would have stopped all the negative feedback in this thread.