Hello everyone! I wanted to share this with the Community. It's a collection of blueprints I created that are designed to make level design, blockout, and updating as quick as possible. There are 9 different blueprints that can be used for a broad variety of things, anywhere from deforming mesh, to duplicating assets…
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1:But I just figured out how to strip one of those zombie concubines naked. 2: *That* is what I'm talking about. How do you do it? 1: Up, up, down, down, left, right, left, right, B, A. 2 : I]enters code[/I Boobs.
It looks like you left out all of the most important aspects from the concept to make this crate look like it has a function. For instance, on the front of it, you left off all the bolts and latches.
I do, twice... what i mean is my legs are crossed but my left leg is still on the left and right on the right And i know its not very manly and all but its really comfy
I'm so sorry. Just like this picture.The left is baked, the right is dynamic. Right is more nature than left of color transition / fade. I use 2 point lights to simulate this transition / fade, but it is not my expectd result.
The ponytail really should be more symmetrical; at the moment it's offset well to her left. Look at the rear view in the concept; it's centered, but then thrown over her left shoulder, making it look offset. The pants seem much baggier than in the concept.
That should work for at least getting a color though it may get confused by shader passes being mixed in. Try replacing blendColors with a layeredShader, and attach your mask to the top layers transparency (these nodes work left to right, left is top).
The whole thing is really awesome. Careful with the eyes though. The left eye is straying a bit. It's really subtle but his left eye is looking slightly down and the right is looking straight ahead. This happens when people are super tired or drunk.