Hi guys, so recently I've been trying to model a robot from ChamferZone's Mech tutorial and I have a problem. I'm using the chamfer modifier and the lines are overlapping. (I.e in the picture) Is there any way I can fix this? There are no floating vertexes or anything that I know of. Thanks for your help.
Got the blockout done for the Hard Surface Environment. Still thinking on what to do for the close building since it's got such a strange shape and seemingly floating walls. Definitely adds to the surreal nature of the whole piece it just creates an interesting challenge of how to handle it in 3D.
Might even be just floating geometries with vertex/map alpha on some of those screenshots. It was already used for sure on N64. (I was so impressed back then xD) Note that we still use this approach, for "breaking" 90 degrees angles on walls for instance. Maybe splatting was a bit heavy for those platforms as it requires…
It looks absolutely superb mate! :) May I ask how did you make the garbage on the ground? Vertex paint? Or floating panels? Because I found that the decal system is so bad in UE4 that I would simply call it non-existing. :poly127:
Hey, I just come from your website and on Chrome there's a problem with floating target URL address. Of course tabs are just hidden when our cursor is over a link, but I think you should have your tabs as header of your website. ;)
Awesome but losses a lot of functionality once u use it in zbrush since I like my zbrush to be full screen I need to exit zbrush everytime to add an image. Would love a floating menu button or import image shortcut or something like that.
You should also adjust the TerminalVelocity float var, which I think is found in the UDKProjectile class. This will affect the drop-off trajectory the projectile will take, which greatly affects the range. Note: TerminalVelocity will only affect the Projectile if its physics are set to PHYS_Falling.
I honestly suggest to get rid of the eye that is floating on top, I know people have said they can't see the eye from in-game view. But, think of that monty ward, it is wearing a hat, which kind of obstructs the sight of the eye from in-game view
To shed some more light on my problem. I'm having a problem with some of my models not exporting correctly to the Crydev engine. Some of my models are displaying the textures correctly while some are not.... I figure there's some kind of ghost data floating around.
If I would use polygons, I would make one mesh.Not floating elements.And if we are still talking about this, then one unique texture without mask, or plane without extra polygons is good.But why dont you try out these that we showed?