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+Rusty+

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+Rusty+ last won the day on June 25 2018

+Rusty+ had the most liked content!

About +Rusty+

  • Rank
    Regular

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  • Discord
    +Rusty+#7164
  • Twitter URL
    https://twitter.com/Rusty_Arts

Profile Information

  • Real Name
    KennyW
  • Job
    3d ventriloquist
  • Location
    Glasgow, Scotland

Profile Fields

  • Website
    https://www.artstation.com/kennyw

Recent Profile Visitors

1,632 profile views
  1. Not posted around in a lil while so heres some very rough trim sketch idea's transfered into Substance designer i thought id share.
  2. Never knew Jack Black was doing his thing on YT (which is brilliant) good on him, the guy is entertaining and funny afk Will never forget back in the early 2000nds at some house party and this came on^^ just about every guy turned and looked at there missus^^ (for some reason i cant even find the original vid on YT considering it was been played on some music vid channel at the time like ... Kerrang? still class :)^^
  3. Quick substance designer piss about, thinking of a scottish beach, needs a hell of alot more rock & stones added to be considered as a scottish beach^^ but for now just sand.
  4. Thats gold right there @[HP] actually really awsome! @StormCatcher.77 (think you may have the wrong thread) nice to see some good ol doom 2 stuff
  5. +Rusty+

    Neuralink

    Just pre-ordered my implant today, had to sell a kidney but hoping that will be countered by the implant to let me know if im suffering from kidney failure... cant wait! One thing they havent mentioned is if i need a wifi signal (which is a little worrying) as some of the caves around my plantation use WPA3 and can be a little tricky.
  6. That was a really good read @leplubodeslapin thank you for sharing. This is also a great site for "breaking into the industry" and resource's (if it hasnt already been posted its worth checking out) https://www.beyondextent.com They also host good podcast that i enjoy listening to whilst working away on things
  7. Not sure how many times there gonna remake batman but gotta admit it does look good and would be brilliant if this also carryed on from the new joker movie esq/style which i felt really humanised & gave a good perspective to how this crazed villian came to be. 1 thought i do have .. are we now setting gotham and the batman world in england^^
  8. I know its old^^ I live in a cave & first time iv see it, hopefully it still brings a smile to folks face's.
  9. The devils brigade one could fall under "What have you watched recently" but i hear bagpipes and thats music to my ears enjoy
  10. Here's a little random & simple tip iv used for a while when setting up any kind of project that can save clicks with a simple pre-made .bat file
  11. +Rusty+

    The random model thread!

    Made this a lil while ago just for a quick test when the GGX (pbr) shader was added into insurgency.
  12. +Rusty+

    Blender

    To answer your question: no it doesnt mean the pivot will be centered to the object (probably always best to manually set ones pivot especially for modular stuff) so yeh it moves the object and pivot to the the center of the scene keeping the object and pivot's origin intact .. if that makes sense? but will defo be refining names and also scrip's layout for easyer readability. Winging it as i go^^
  13. +Rusty+

    Blender

    Iv also added a descriptions to all the settings so when cursor hovers over them the description is show, but that is a great point!. With the vanilla fbx export, if you were to have a model anywhere within blender when exporting the pivot is automatically centred as if transforms are automatically applyed but leave the mesh in the same position within blender and its pivot centred (which is ok if you want the positions of your models setup 1:1 with blender and keep the scene consistant. Example: Exported each object as seen below and then within ue4 there pivots are centered without mesh With my exporter (shown below in a gif) it will move exported mesh to center with pivot to keep the pivot and mesh correctly placed. https://gifyu.com/image/WKRw (sorry not the best compression with the gif) but here's after export in ue4 pivots are correct. Hope that makes sense @Minos But i also do have an idea, when using the exporter script that when exporting it does the same (as above) but then returns it to original position within blender. Making things clear to anyone using the exporter is definetely a must, its still w.i.p and i do have plans to add some animation functions ohh and if anyone hasnt tryed the "asset manager addon" https://blendermarket.com/products/asset-management id also recommend it, really awsome tool for creating & building libraries.
  14. +Rusty+

    Blender

    After a couple of days of looking at code i thought it may just be an easyer idea to try and just update the original UE4 addon but that turned out to be pretty frustraiting with API updates and understanding the style of the original creator, so was advised it would porbably be better to start from scratch.. So two weeks of constant looking at code and getting to grips with python im finally getting to where i want to be. Iv managed to create this little custom panel for exporting simple models to UE4 (still very much wip ovc) -Selected objects name cane be changed within the panel -When pivot to centre is chekecked, on export the model's pivot is centred (which is 1 main reason i even wanted this addon because default fbx export causes you to manually move any objects to centre before exporting unless you want to keep blender's scene 1:1 which can also be done if unchecked) -Exporting normals type's that are used within ue4 -Adding the custom export folder destination with quick and easy acces when shift+click on the folder icon and ofcourse the export button that adds all the functions within.. Iv still to test more and add a mesh collision panel for also exporting collisions when checked.. Im no coder but learneing alot from this already.
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