This image is in Orthographic and when I go into Perspective it gets even worse. I've been working on this project awhile and this just now popped up. Everything is set to scale. I'm using a grid spacing of 8cm with CM as my units. Cabinets are measured as close to real world measurements as I can get. Trying to remain…
In my opinion, I think you're making a lot of effort to keep your layout. If you want it to work in mobile, I'd let go of the grid layout. Without the number of thumbnails in a multiple of the number of columns, you'll end up with an unbalanced looking page (i.e. 7 thumbnails on a 3x3 grid will leave a gap). For the mobile…
Check out this post from this thread in this sub-forum... it'll at least get you access to the Sandbox2 editor. You can definitely use your own custom models and textures with Cryengine, check out this thread, but the import methods are much more limited than UDK AFAIK, luckily you are using Max so depending on what…
yep, there are several. Check on "edge constraint" or "Poly constraint" in edit poly and you can slide them around no probs. 2: Align an object to the surface (align a box using align normals see the help file to find this). Then from the coordinate system click "pick" and pick the object. Now you can use that objects…
See image: Unity 5 These are individual instanced pieces. So the pillar for example that is one mesh stacked on top of a another mesh. And the roof panels....same thing, about 6 of those side by side to make up the roof. Instanced/cloned/duplicated...whatever you want to call it. All the meshes are pre-fabs and have…
To clarify - I meant inpainting, not generating from scratch. As in get generation from photoshop (kind of what you want, but poor quality) and then run THAT through other NN of your choice or maybe PS again. Idea is for NN to remake existing guiding image with higher details, quality, resolution. With SD you can use…
Interesting page in substance documentation: https://substance3d.adobe.com/documentation/bake/seams-are-visible-after-baking-a-normal-texture-159451848.html Blade: hard shaded edge along the blades edge - this way the normal map doesn't have to compensate for very extreme angle. Crossguard: Seams at rounded edge combined…
It is the 'Human in the Loop' or 'HumanCentric' concept that is basically saying if AI is here to stay in some form (and I think it is, hence CAHDD) then we need human direction, intent, control.... on the material to keep it from being AI slop or shit. So Computer Aided Human Designed and Developed is about using…
Hi, The installation procedure changed. Here is some sort of troubleshooting guide. Any of these (in any order) might solve the issue. But if you want a bullet-proof run, maybe execute all of these : 1. Re-install Crease+ by dropping the CreasePlus_install.py in the viewport and restarting maya 2. After 1. Run this…
(Copied from my other post on the CS:GO forum) I was pretty Excited when I heard the theme for this competition - I've had a fascination with 70's and 80's Sci-Fi for some time now, and my earliest interest was definitely Star Wars. Researching the guns from the original trilogy shows that many of them were in fact…