Hello, time for an update :) I've been having more time recently to work on this, so I'm really hoping to get it done this month. I've been on it on and off since March and I'm very ready for a new project, or to focus on some smaller projects and painting. The main things I've done recently are to re-do the palm trees,…
1. Check what ghib said, I never use snap to curve so I don't really know. 2. This is something that really annoys me about Maya, coming from Max. I need to make two objects for every "solid" curve I want - one for the curve spline, one for the shape to loft. I just want to click the "renderable" box! I might see if I can…
It snowed, work closed down for the day so in between building snow forts with my daughter and working remotely from home I worked on this scene a bit. I mostly created the export script I talked about earlier. What it does: Records the objects current position. Moves it to 0 0 0. Triangulates the model by adding a turn to…
So. I am his partner, and let me explain why and how everything will works. Because of the problems with baked meshes in udk( we know there are methods to reduce the artifacts but they cant be 100% fixed) we try a new approach to have smooth looking. We will make supported but optimized meshes (everything will be welded…
1. Duplicate the secondary (teil) pipes and inflate them slightly (push modifier) 2. Make main pipe a compact object via ProBoolean, then add the inflated pipes to the main one with move+union+imprint options. Make sure there's some space between where they intersect. 3. Convert main mesh back to an editable poly, or use…
Yeah, my problem is that the project I'm working on is Unity 5, so my options when it comes to shader magic are extremely limited. Still, I find it so weird that I can't get this to work. I've been searching quite a bit on this subject and I've seen several people with the same issue, but not a single resolution. I've…
Hey all, I'm a bit late posting this due to my other work, but here's an update of my latest textures: This should give a proper impression of how the textures will look in my level. I've modified the bits of exposed wall so that the top matches the bottom, but the textures don't tile yet - I was preoccupied with making as…
Most applications don't have one, while it is nice its not the only way to work. If it was the best approach, I think everyone else would be trying to add them. I personally have never felt limited by a lack of a max like modifier stack, but then again if you come from Maya the Modo approach will feel far more natural.…
Hi, If you want to keep it deferred with " Standard " lighting in shader, it's not an easy way. You don't have access to any kind of lighting information before the lighting pass in surface shader in deferred. You can try to modify the built in shader from unity named " Internal-DeferredShading ". You can download them…
You raise some great points, dwgagner. I've gone ahead and modified the shoulders to make them less broad and masculine. And I've modified the head, pulled the eyes back a bit as per Ravenslayer's suggestion. Current: Thank you all so much for your suggestions... I think these changes have definitely improved the overall…