At the request of a Steam friend I have started working on my first v weapon model of a M1911 colt pistol. Big part in thanks to 3DLees great thread (http://www.polycount.com/forum/showthread.php?t=122581) I have come up with a peliminary mesh I am pretty happy with but I would like to clarify a couple of points and maybe…
Hi, I'm Lambdafish, Lead Designer of Celtic Dragon Studio. We are seeking the following roles for our project Azzy Battles the Darkness: * Animator * Concept Artist * Technical Artist Though the advertisement has been made for the above roles specifically, speculative applications are welcome from any role. We want to find…
So you want each element in the UV of a single mesh to be randomly positioned? For that you would need to collect the UV verts for each UV element, generate a random XY offset value for each element, and then apply that to said elements UV verts using the SetVertexPosition function (though I was never able to get that…
Update to version 1.20 Changelog: - When SNAP is ON and the sub-object element is selected(for example a polygon) Align Work Plane to Selection will align the work plane to the selected sub-object element if there is no valid SNAP coordiantes. If valid SNAP coordinates are avaolable(the snap marker is over sub-object…
Hi, I've done some smoothing group work on a low res gun but when I detach one element (any element) the smooth groups on that element are lost. It becomes all faceted. I tried exporting and importing it before detaching but it's the same. Thanks. *Edit: The problem only happens on some elements of the gun. It's like…
If IPackThat can recognise which UV shells belong to which elements of a 3D mesh then it could scale entire elements, as opposed to individual shells - this would prevent normal map seams (I think I suggested having the software detect elements and having a feature that auto-groups UV shells per element too) Again thanks…
The raiders were coming close. In his short 9 years of life, the young Aspasia had never been so scared before. Her short legs could only make her run so fast. The only reason her pursuers didn't had grabbed her yet, was because everytime an arrow landed right next to the spot where she had stopped, or tripped, the fear…
Thanks! Yeah, that’s exactly the idea — kind of a masking effect, like a white shark’s grey-white coloring. The goal is to make it blend and disappear at distance. I’m planning to add some organic elements and get those animated soon.
Hi, I'm Lambdafish, Lead Designer of Celtic Dragon Studio. We are seeking the following roles for our project Azzy Battles the Darkness: * Animator * Concept Artist * Technical Artist Though the advertisement has been made for the above roles specifically, speculative applications are welcome from any role. We want to find…
Hello, some feedback from me on modular elements: - I don't know if i understand correctly but are you using one unique material for each modular piece? better approach would be to make one tilable material for white plaster and one trim sheet for all wooden elements, it would seva on performance of the scene and you can…