Forum Rules 07/06/2016
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Search the Community: Showing results for tags 'modeling'.
Found 5 results
I would really appreciate some finishing help on my tall 3D apartment building now, trying to get the stairs to the roof fixed (after that I'll try to add textures, 3d objects in rooms etc.). Almost all apartments complete, should pretty much only be few doors and windows missing (I can finish all windows/doors, but if you want to do it, please make it precise, compare it to the existing heights/values of doors/windows. Several of the values of the house are even after german industry standards lol I looked up some values on internet) Here you can access it via TinkerCAD (I made a private backup ofc) or you can download the .OBJ file here: https://ufile.io/22e301 TinkerCAD direct access here (free autodesk account required): https://www.tinkercad.com/things/ceERKh2TKIG-house-3-rich-basement-stairs/editv2?sharecode=4DLfWKNtrSbXf9rV-Ds0j7bQjSEemZBY_4TgGVNolw0= click here for free 3D view, walls made invisible for view (Sketchfab): -> -> -> -> -> -> https://skfb.ly/66oDY <- <- <- <- <- <- And ofc. we will share credits for this asset (I have an idea for an easteregg in the texture ) Setup will probably be like "as war started, all citizens abandoned the house and only left few things in it" (big furniture), also I'd say 5-10 apartments totally empty, like they hadn't found tenants yet. Each aparment will have small bathroom, small kitchen and bedroom (just like my old apartment had lol). WIP screenshot (not latest):
OXOTHNK posted a topic in ModdingWhen I try to export my final Base_color texture, it exports not correctly, but in viewport all is ok. I have tried to use any formats(png, targa), but it didn't help. Pls help me to fix it.
Hey all, just some background, I am an aspiring Modder who dabbles with the TES community, and I am an avid FPS'er. I recently ran across the Unreal Engine 4 and am pretty impressed with its capabilities. I am new to it but would like to learn it. Does the Squad dev's require 3D modelers? If so, It would be an incentive for me to learn the program and contribute. It may take some time to get a hold of, but I have a somewhat basic understanding of 3DS Max and photoshop and can probably help. If only to say i helped with a game Anyways, any answers are appreciated, thanks.
trotskygrad posted a topic in General DiscussionI was discussing some things with some Russian veterans and they noticed that the backpack on the RPG gunner is incorrect. To their knowledge, the Russian Army still uses the old school RPG backpacks that militia uses. I think this would be a positive gameplay change as it would make them more distinctive targets at range. the current backpack seems to be too flexible and small to carry RPG rounds. The old school backpack would also allow SLs to more easily determine where the RPG is. In addition, when combat engineers are implemented OVR-3Sh full body suits for them were recently approved for use, and would look amazing some video of it being tested. Should give improved ballistic resistance to center mass. https://vk.com/video?gid=23956241&z=video-23956241_171401849 it would be a realistic and modern addition, they are to be issued to "assault engineer" brigades which are part of standard combined arms formations.
So with the latest update on the new website about the SAW development process, I am wondering whether that is the ideal method for developing weapons models. I own a hex reciever Mosin and I was going to model that in 3ds max but I wasnt sure how to handle assemblies and animations. Do i model each individual component of the bolt? or only parts that visibly move independently? How do I assure that my model is useable for animations? Are all animations handled within UE4 or whe I develop a weapon model do I need to develop animation maps as well? No need for an immediate response, I am admittedly still at the "talking about it" phase, but I am binging on my 3dCAD apps at the moment for school and I am trying to find workflow similarities so I know where to start in 3dsMax. much thanks.